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"Your Class is Not Your Character": Is this a real problem?
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<blockquote data-quote="abirdcall" data-source="post: 7925036" data-attributes="member: 6748898"><p>I agree with them and I assume so would others who have left the thread as well as countless more who aren't reading it.</p><p></p><p>Whether a position is popular or not has no impact on whether it is correct.</p><p></p><p>The book lays out what a class is. Not adhering to what the class is means it is no longer that class. There is no need for an argument, it's just what the words mean.</p><p></p><p>The disconnect, as far as I can parse it, is that some people feel an RPG can work if there are no narrative or thematic rules. Even moreso, that they don't actually exist. That's true of chess. It's not true of an RPG. Further, 5e itself is specifically designed narrative first. What the rules represent is important, that's why so much space in the books are devoted to explaining what the rules mean. </p><p></p><p>If the races and classes were just numbered sets of abilities and powers with no names related to narrative I wouldn't play the game. Even in such a game with rules devoid of narrative and theme the game itself wouldn't work as players would have no idea how to resolve the limitless situations that will come up during the course of a game that are not explicitly outlined in the rules. Unless, I guess, if it is played solely as a white room combat strategy game I guess. But then, just play a better game at that point.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 7925036, member: 6748898"] I agree with them and I assume so would others who have left the thread as well as countless more who aren't reading it. Whether a position is popular or not has no impact on whether it is correct. The book lays out what a class is. Not adhering to what the class is means it is no longer that class. There is no need for an argument, it's just what the words mean. The disconnect, as far as I can parse it, is that some people feel an RPG can work if there are no narrative or thematic rules. Even moreso, that they don't actually exist. That's true of chess. It's not true of an RPG. Further, 5e itself is specifically designed narrative first. What the rules represent is important, that's why so much space in the books are devoted to explaining what the rules mean. If the races and classes were just numbered sets of abilities and powers with no names related to narrative I wouldn't play the game. Even in such a game with rules devoid of narrative and theme the game itself wouldn't work as players would have no idea how to resolve the limitless situations that will come up during the course of a game that are not explicitly outlined in the rules. Unless, I guess, if it is played solely as a white room combat strategy game I guess. But then, just play a better game at that point. [/QUOTE]
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