|I give you, The most METAL wheel ever reinvented!|
When I start to think about the uses or non-use of classes in an RPG I always get that feeling of "here we go again." Every iteration of class , meta-class, non-class, template, archetypes, or, whatever classity-class-class combination has already been done. So with that said in my last post I naturally go and rewrite a class.
For this post I'm just going to propose one very old school solution to classes.
When I look at older games, (and for now I'm going to ignore the class Vs race dynamic of demi-humans.)
I see this :
What's to stop a player from choosing to play a fighter, using a bow and saying "my character is a woodsman and a tracker!"
So yeah that's a ranger, when the player tracks an animal he can make a wisdom check or the DM can just decide based on the condition and the age of the tracks as compared to the character's stats.
The player picks a cleric and says, "I want all my spells to be rooted in nature and as I worship nature and its majestic balance rather than a god.'
Ok that's a druid. Be creative with the descriptions of spell effects. Ask the player, "How is the spell is rooted in nature? This comes from a guy who just wrote a druid class in his last post for no reason other than I think the normal 5th ed druid is a bit off. If one of my players said, "I Want to play a normal cleric who happens to live as a druid." I could get behind that idea.
I'm not saying anything new here, I think players and DM played the game this way for a long time before splat books, and "complete guides."
The side effect of this kind of thinking is that no two fighters are ever the same as characters while they might be statistically similar. In my mind character and statistics are different animals, separate and running parallel to each other. A fighter as a fighter has a certain mechanical effect on the world because the fighter can hit things at a higher rate and take more damage before falling in a fight. A wizard has a certain mechanical heft because of its versatility and damage out put potential at high levels and its relative weakness at lower levels. These mechanical weights have nothing to do with character. Character is the history of the fighter. Where the fighter learned to fight, who the fighter loves, why the fighter is sworn to kill all the grey skinned, emu, herding monks. If classes are the framework that determine mechanical weight with in a game then Character is what the player pours into the game. let the player do that work.
|"Fighter, Cleric, Rouge, and Mage" Image found HERE by bakerart, used without permission. This pic is awesome.|
Thanks for reading.