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You can be anything is one of 
the most overrated promises in 

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modern RPG design, because the 
second the game starts 

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protecting every possible 
direction, it stops forcing 

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anyone to have a real job. 
And once nobody has a hard job, 

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your party stops feeling like a 
party. 

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It becomes a pile of 
customizable blur. 

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People call that freedom. 
I call it roll collapse. 

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This is vindicast. 
I make videos about tabletop 

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role-playing for people who are 
sick of fake depth or soft 

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advice and design that flatters 
players while hollowing out the 

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actual experience at the table. 
If that sounds like your kind of

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thing, hit like subscribe and 
let's get into it. 

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Because the older versions of 
DND understood something that a 

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lot of modern design keeps 
forgetting. 

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A character gets interesting 
when they have a place in the 

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machine, not when the game keeps
reassuring them they could be 

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anything at all. 
For example, basic basic expert 

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Beck me line was brutal in a way
modern players would call 

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restrictive good because that 
was its strength. 

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Human character started with 
four blunt jobs, Cleric, 

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fighter, Magic User, and thief. 
Non human pics were not endless 

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modular shopping carts either. 
He had a dwarf, elf, and 

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huffling and they were full 
class packages, not a race 

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stapled on to a separate class 
choice. 

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Later books added things like 
druid, Mystic, and higher level 

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fighter variants. 
But the heart of the game stayed

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simple. 
Pick a lane and live in it. 

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And then first edition AD and D 
kind of expanded the menu but it

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still organized itself around 
hard royal families. 

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Fighter with Ranger and Paladin,
Cleric withdrew it, magic user 

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with illusionist, Thief with 
assassin and monk and Bard in 

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their own strange corners. 
The point of all that was not 

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more expression, the point was 
sharper function. 

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And that difference matters 
really more than people admit. 

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The older game did not start 
from what if every player could 

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build the exact same fantasy 
cocktail in their head. 

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It started from what does this 
person do for the group? 

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And that is a much better 
starting question. 

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It's harsher, it's less 
flattering, it's restrictive, 

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but it also produces way more 
defined and clear characters. 

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In the older game, the roll 
split was not subtle. 

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The fighter was there to survive
direct violence much better than

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everyone else. 
The cleric was the only one who 

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could keep the group alive and 
brought the divine utility, and 

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also was the only one who could 
handle threats nobody else could

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even touch. 
The magic user carried scarce 

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high impact magic that mattered 
precisely because it was limited

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and fragile. 
The thief dealt with traps and 

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locks, infiltration, scouting, 
the ugly problem solving that 

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wasn't really safe, but he was 
the only one who could do it. 

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Even in in basic racist class 
choices had very hard 

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silhouettes. 
Dwarf as the hard bastard in the

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dark, Elf as the sword and spell
hybrid. 

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Hofling as the sneaky survivor 
with a very specific footprint. 

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AD and D line mostly defined 
those jobs instead of replacing 

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them. 
Ranger and Paladin were still 

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warrior variants. 
Illusionist was still wizard 

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territory. 
Druid was still priest 

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territory. 
Assassin was still rogue 

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territory. 
The class count went up, but the

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party logic stayed legible. 
And that is why the party felt 

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like a machine instead of a 
committee. 

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When danger showed up, people 
knew where to look. 

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When the group hit a tomb full 
of traps, everybody understood 

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who had to crawl forward and 
risk getting skewered. 

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When in that poured out of the 
grip, the religious specialist 

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mattered. 
When the fight went bad, the 

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armored bastard mattered. 
When the impossible needed 

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doing, then the wizard's tiny 
pile of spell slots mattered. 

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Nobody needed the giant neon 
sign saying this is your 

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spotlight. 
The structure already did that. 

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Now let's take a look at 5th 
Edition, 5th edition D&D. 

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The official rules present 12 
classes in the 2014 Players 

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Handbook, and they describe each
of these classes in broad 

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aspirational terms, explicitly 
invite unconventional concepts 

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like a brownie rogue, and then 
offer optional multi classing 

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and feats so players can mix 
class abilities and trade focus 

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for versatility. 
The same basic rules also frame 

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play around the few pillars 
exploration, social interaction,

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and combat, with the broad idea 
that adventurers can try 

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anything players imagine. 
None of that is automatically 

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bad, but it does create a very 
different design instinct. 

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It's no longer what is your hard
job and more how many ways can 

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we make sure you still feel 
useful outside of your lane. 

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That is a big shift. 
It's I don't know if it's 

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kindness. 
I don't think so. 

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It's not really openness. 
It is coverage. 

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Modern design is obsessed with 
coverage. 

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More overlap, more 
customization, more backup 

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plans, more ways to make sure 
the character still feels 

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viable. 
If the scene is not naturally 

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theirs, it tells you that class 
matters, then spends the next 

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several layers of design 
softening the consequences of 

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that choice of your class 
choice. 

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This is what role collapse looks
like in actual play. 

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The scouting lane stops being 
sharp because multiple 

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characters can sniff out danger.
They can stack perception, use 

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magic to bypass uncertainty, or 
simply smash the obstacle 

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instead of interacting with it 
on its own terms. 

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The social lane stops being 
sharp because the whole table 

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has enough decent stats and 
proficiencies and spells and 

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fall back tools to muscle into 
conversations that used to 

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belong to one kind of character.
The front line stops being sharp

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because durability, emergency 
buttons, healing, and 

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battlefield control get spread 
around more generously than 

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older designs ever would have 
tolerated. 

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The problem solver role stops 
being sharp because magical 

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utility and flexible character 
building keep giving the party 

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alternate routes around hard 
dependence. 

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That is why so many modern 
parties feel less like a team 

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and more like 4 adjacent all 
rounders. 

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Everybody still has a theme and 
fewer people have a hard job. 

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And once the hard job start 
disappearing, the character 

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start feeling less necessary. 
Not weaker, less necessary. 

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And I think that's even worse. 
This is the less an older 

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designer understood in its 
bones. 

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A character becomes memorable 
when the table can feel what 

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would break without them. 
That is what the what is what. 

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Beck me did so well, what ADND 
did so well. 

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It's class packages were rough 
and narrow and and blunt enough 

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that you could feel the 
silhouette immediately. 

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You didn't need 3 levels of 
subclass, A feat choice and a 

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multiclass did before your 
character had a point. 

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They had a point at the moment 
of creation because the game had

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already put them somewhere. 1st 
edition or AD and D complicated 

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the surface, sure, but it's 
still mostly respected royal 

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families. 
The Ranger did not exist to 

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erase the fighter. 
The druid did not exist to erase

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the cleric. 
The illusionist did not exist to

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make the magic user irrelevant. 
These were refinements of a job 

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structure, not a campaign long 
argument against having one. 

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Yeah, 5th edition is often 
better at making your expressive

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rather than necessary, and that 
is the problem. 

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Expression is not useless, but 
it's not enough. 

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A lot of modern characters feel 
rich on paper and thin in play 

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because they have plenty of 
options, but too little 

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obligation, too much personal 
texture, not enough structural 

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need. 
They can color outside the lines

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all day. 
The issue is that the lines 

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barely mean anything anymore. 
I'm not saying modern games 

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should clone the old rules 
wholesale. 

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I'm not saying every old 
limitation was sacred. 

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Some of that stuff maybe was a 
little bit clunky or lopsided or

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just annoying. 
That's not the point. 

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The point is that modern design 
should relearn job clarity. 

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Give classes a lane that 
actually matters. 

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Let the party feel what happens 
when that lane is absent. 

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Stop treating every weakness 
like a customer service failure.

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Stop assuming every player 
deserves equal relevance in 

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every kind of scene. 
Stop building advancement so 

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that every rough edge gets 
sanded down into generic 

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usefulness. 
Let's subclasses deepen a role 

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instead of apologizing for it. 
Let's specialization hurt enough

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that it creates identity. 
Let the group depend on each 

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other, because dependence is not
a bug in tabletop role-playing. 

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Dependence is one of the main 
reasons the medium works. 

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The party should not feel like 4
people each carrying their own 

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complete emergency kit for every
possible situation. 

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That's not a fellowship, that's 
a convention demo for character 

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options. 
That is the line. 

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That's the whole damn point. 
You can be anything is a slogan 

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of a game. 
Scared to assign anyone a place.

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It sounds generous. 
It sounds creative, it sounds 

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inclusive. 
It sounds like the game is 

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honoring your imagination a lot 
of the time. 

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All it really means is that the 
design is too scared to tell you

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where you belong. 
And if the game is too scared to

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tell you where you belong, then 
it will also be too scared to 

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tell you that you what you're 
bad at, what you cannot cover, 

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what you have out have to 
outsource to someone else at the

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table, what you must sacrifice, 
what the group would actually 

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miss if you were gone. 
That's not liberation. 

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That is, refusal to define, and 
a character that refuses 

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definition long enough turns 
into exactly what so many modern

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parties are full of now. 
Broad, polished, respectable, 

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customizable nobodies. 
So here's what modern design 

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should learn from the basic line
and AD and D. 

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Give me fewer roles that mean 
more. 

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Give me class identity that 
shows up at level 1, not after a

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build planner session. 
Give me subclasses that sharpen 

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a job instead of dissolving it. 
Give me parties where each 

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person is carrying a burden the 
others cannot casually fake. 

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Give me real weaknesses that 
survive contact with the with 

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the campaign. 
Give me clearer dependence. 

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Give me sharper silhouettes. 
Give me a game where the answer 

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to why are you here is stronger 
than because I also have a 

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decent modifier for this. 
That is how you make characters 

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matter. 
Not by promising they can be 

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anything, by forcing them to 
become someone. 

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So this is where I want to close
it. 

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No, the big lesson from older 
design is not nostalgia. 

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It's not. 
Everything used to be better. 

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It's not go back to every old 
rule. 

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The real lesson is much more 
useful. 

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Older editions were better at 
assigning a player a place in 

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the party, and modern design 
keeps trying to replace that 

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with customizable coverage. 
And that trait, to me, is 

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poison. 
Because once the game stops 

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giving you a hard place in the 
machine, your character stops 

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feeling necessary. 
Once they stop feeling 

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necessary, they stop feeling 
sharp. 

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And once that stops, all that 
beautiful flexibility turns into

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mush and all the characters just
feel the same. 

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And that's the problem with You 
Can be anything. 

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If you can be anything, the game
never has to ask who you are for

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the group. 
And if the game never asks that 

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question, then your character 
might be expressive, might be 

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stylish, might be optimized, 
might be versatile, and still be

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nobody.
