Comments on 2019-09-28 Classes

My own attitude is one similar to monsters. Not every monster needs to be in every campaign world, in fact the game is better if they are not.

If you have an urban-centered campaign, Thieves can shine. Otherwise they are a hurt me plenty fighter. And Clerics? they really need political intrigue and religious wars to shine.

– ruprecht 2019-09-30 01:06 UTC

Hm. I would say that “clerics” as a background needs political intrigue and religious wars to shine. Whether that needs an actual Cleric class with those Bible-inspired spells I’m not so sure.

I guess one could also argue that the OD&D cleric class actually needs powerful vampires in order to shine because apparently that’s how it got introduced: one of the players was playing a powerful vampire and another player had the idea of a special vampite-hunting class to counter that...

Perhaps that’s the best approach, anyway: develop new classes at the table as the game evolves. 🙂

– Alex Schroeder 2019-09-30 11:28 UTC

Classes are a shorthand for how players can roleplay and also telegraph the specialists in group dynamics. At my table, people like agreeing on when to turn to the bard, the druid, the cleric, etc.

J. Alan Henning 2019-09-30 12:57 UTC

Sure. I guess I just don’t see the need for codified specialists that much.

But yeah, I agree in principle: all of these special abilities could be modelled as classes instead of a spell selection. I guess I just feel it’s easier to create new spells than new classes. New classes also require me to think about hit die size, to-hit tables, skills, and saving-throws. And if those are always the same as some other class, then perhaps making them all spellcasters is valid.

I wonder if I reached my conclusions because I felt that spells were more “light weight” compared to classes. 🤔

– Alex Schroeder 2019-09-30 16:42 UTC

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