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"Your Class is Not Your Character": Is this a real problem?
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<blockquote data-quote="DrunkonDuty" data-source="post: 7921942" data-attributes="member: 54364"><p>I don't see classes as being cohesive themes. I see them as stuff that writers wrote. Certainly one can be inspired by what the writers wrote. I have been, probably will be again. But I also get my inspiration from a wider array of sources. Also, I find a lot of the fluff that gets tacked on to classes as kinda "meh" in terms of quality. So I'm still perfectly happy if a player, or the group as a whole, wish to re-skin the mechanics of a given class and say it works because X, Y, Z.</p><p></p><p></p><p></p><p>An absolutely reasonable stance. You have your campaign/setting fluff. The characters need to fit within it. This players' cleric did not. I see it as being exactly the same as my Jedi example from my post (#325) above.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 7921942, member: 54364"] I don't see classes as being cohesive themes. I see them as stuff that writers wrote. Certainly one can be inspired by what the writers wrote. I have been, probably will be again. But I also get my inspiration from a wider array of sources. Also, I find a lot of the fluff that gets tacked on to classes as kinda "meh" in terms of quality. So I'm still perfectly happy if a player, or the group as a whole, wish to re-skin the mechanics of a given class and say it works because X, Y, Z. An absolutely reasonable stance. You have your campaign/setting fluff. The characters need to fit within it. This players' cleric did not. I see it as being exactly the same as my Jedi example from my post (#325) above. [/QUOTE]
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"Your Class is Not Your Character": Is this a real problem?
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