I’m wanting to run a Strixhaven campaign but I don’t know what to do about classes, so I’m thinking about just skipping over them and just doing the jobs and extracurricular’s and stuff. Is that ok? Or should I be doing the classes for my players?
It's your campaign, do whatever you think makes the best story and will be the most fun. You could gloss over the classes with a brief description, or go into a lot of detail, or even have the players roleplay portions of the classes.
Whatever you think will work for your group.
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Playing D&D since 1982
Have played every version of the game since Basic (Red Box Set), except that abomination sometimes called 4e.
The classes in the book essentially are skipping over the classes because they just have players make ability checks as opposed to having a class scene. It gives you some monster stat block info to help you flavor the results but that's it. The information in them often isn't even relevant to the campaign.
If you want actual classes with like a puzzle, game, plot relevance or encounter then you'll need to come up with those yourself.
The classes in the book essentially are skipping over the classes because they just have players make ability checks as opposed to having a class scene. It gives you some monster stat block info to help you flavor the results but that's it. The information in them often isn't even relevant to the campaign.
If you want actual classes with like a puzzle, game, plot relevance or encounter then you'll need to come up with those yourself.
For flavor, I actually wrote little two-page lectures that I delivered to my players about monsters or spell mechanics and would deliver it in character, sometimes introducing a challenge after.
One example of a challenge was in a horticulture lesson, each student was given a flower bulb and an enchanted energy crystal and told to make the flower bloom (the solution being, simply wait and eventually it will bloom, otherwise pumping too much energy from the crystal into the flower will destroy it).
Other times, I'll just pick a monster from the monster manual and "teach" a lesson about the monster's lore out of the monster manual and some things from its stat block, and quiz my players in character about it.
I had fun with the classes, and I only used the book mechanics for big tests.
It was more work, but more fun!
(To be clear, I wouldn't do this for everyone's classes each session, i would just pick one player's each session or do the class they had together and open that way)
I’m wanting to run a Strixhaven campaign but I don’t know what to do about classes, so I’m thinking about just skipping over them and just doing the jobs and extracurricular’s and stuff. Is that ok? Or should I be doing the classes for my players?
It's your campaign, do whatever you think makes the best story and will be the most fun. You could gloss over the classes with a brief description, or go into a lot of detail, or even have the players roleplay portions of the classes.
Whatever you think will work for your group.
Playing D&D since 1982
Have played every version of the game since Basic (Red Box Set), except that abomination sometimes called 4e.
The classes in the book essentially are skipping over the classes because they just have players make ability checks as opposed to having a class scene. It gives you some monster stat block info to help you flavor the results but that's it. The information in them often isn't even relevant to the campaign.
If you want actual classes with like a puzzle, game, plot relevance or encounter then you'll need to come up with those yourself.
For flavor, I actually wrote little two-page lectures that I delivered to my players about monsters or spell mechanics and would deliver it in character, sometimes introducing a challenge after.
One example of a challenge was in a horticulture lesson, each student was given a flower bulb and an enchanted energy crystal and told to make the flower bloom (the solution being, simply wait and eventually it will bloom, otherwise pumping too much energy from the crystal into the flower will destroy it).
Other times, I'll just pick a monster from the monster manual and "teach" a lesson about the monster's lore out of the monster manual and some things from its stat block, and quiz my players in character about it.
I had fun with the classes, and I only used the book mechanics for big tests.
It was more work, but more fun!
(To be clear, I wouldn't do this for everyone's classes each session, i would just pick one player's each session or do the class they had together and open that way)