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6 months ago ::
Nov 20, 2012 - 11:11PM
#41
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Date Joined:
Apr 22, 2001
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Class systems have one major advantage that is undeniable, ease of play. This is why D&D has and continues to be the most popular game in the hobby of role-playing. You pick your race, pick your class, some basic abilities and you are ready to go. Classes allow the rest of the system to be simple and above all else classes requiere considerably less preperation as a GM through their simplicity.
Now that said I am a big advocate for classless system, but as that applies to D&D, I would say I'm more an advocate for a defined skill point system that covers the class system of D&D. Another words, I would like to know how the classes are balanced and have a value for each skill, ability, power, etc... of the classess so that when I roll up my sleeves and make a change, I have a foundation on how that class system was built and I have the core system for how to build classes. I do believe however D&D should remain a class system simply for the very obvious reason that this is what people want. I think if you polled D&D players and asked them whether D&D should remain a class system or not, the large majority would say it should remain a class system.
I will say this though, despite that, GURPS remains my go to game system for one reason that D&D will never be able to compete with. Flexibility. With GURPS there is absolutly no campaign world you can conceive, no action a player can take, no genre you could think of and no style of play that exist that isn't firmly covered in obsessive detail in the core system or one of the hundreds of excelent modules written for it. From Mass Combat, to the Wild West Genre, From Science Fiction Fantasy to Science Reality, from World of Darkness to Dungeons Crawls... You name it and I can find a 200 page source book that covers in great detail. As a GM this is an invaluable aspect of the game because it allows you complete freedom without ever having to worry about coverage both in terms of mechanics and advice. I mean recenetly my ongoing GURPS campaign resulted in the players getting into a position to lead an army into battle, 9.99 later I have the Mass Combat source book in my hand that covers every conceivable angle and style to run that combat, I pick my rules, and I'm running a great battle in my games. GURPS never disapoints in this way and this is one of the reasons for it, its the perfect system.
The draw back however of open classless systems like GURPS is that as a GM you have to be considerably more dedicated to preperation and reading than what you would need to in a D&D game, in particular more recent game systems like 4th edition. I would concede that GURPS is definitily not for your average every day GM, it requires a far larger commitment and far more attention to detail to get it right.
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6 months ago ::
Nov 22, 2012 - 7:54PM
#42
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@OP: You say that the class system has no point, but then you describe its point, to enforce archetypes on the players, and then rail against it. Please not that I'm not attacking your position. I often chafe against the strictures of the rules myself. However, I think the best option is the BESM d20 option.
For those who are unaware, BESM d20 was a version of the Big Eyes Small Mouth anime rpg that was made to be compatible with D&D 3e, and then 3.5e. In making itself compatible with 3e, they also ended up creating a classless version where you gain character points when you levelled and could then purchase any boosts in BAB, Saves, HD, Skill Points, etc. This is the solution that seems to work best for D&D. Preserve the traditional (though try not to bee to rigid about it) through the class system, but also offer freedom through a fully compatible classless system.
Why Mechanics-Alignment Integration is Bad
Show
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
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So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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6 months ago ::
Nov 22, 2012 - 11:54PM
#43
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Date Joined:
May 18, 2002
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Build the classes out of a classless framework. It's that simple.
Classes then become simple prepackaged collections of abilities, with the root system underneath for anyone who wants to dink around in it. Such a model makes traditional classes, BECMI race-classes, Skills & Powers, 3E multiclassing, 4E multiclassing, and 4E hybriding all emulatable fairly accurately. 1E/2E dual- and multi-classing probably wouldn't be emulated as cleanly, but can be half-assed together reasonably well enough.
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6 months ago ::
Nov 24, 2012 - 1:50AM
#44
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..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true">And the answer is, "because GURPS is nearly un-playable".
You're doing it wrong.
OP: Class based RPG design has a place. DnD is the primary class based game. I've plenty of other games to chose from if I want to go without classes.
More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
I could say anything in D&D is silly though, because it's a silly game and we are silly people.
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6 months ago ::
Nov 24, 2012 - 2:28AM
#45
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Date Joined:
Oct 19, 2012
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Impossible for me to disagree more. D&D is, always has been, and always needs to be, a class-based system. WotC should feel free to create an infinite number of non-class-based games, but none of them would be D&D.
While pre-3rd wasn't PERFECTLY class-based (allowed multi-classing, had optional proficiencies, etc), it was pretty close. Third moved directly away from being class-based, and 4th moved somewhat laterally, which is one big reason why we don't play those editions much.
For 5th to win us over it must return to being HEAVILY class-based.
I just want to throw my support out there for this post.
While not being a pre-3rd player myself, I really enjoyed the class, and the multiclassing system of 3e. I also do in fact play games that are classless, and I enjoy those too. But they are in fact not D&D. If I didn't enjoy a class-based system, I wouldn't use it. I would scrap it and write my own system, or rather I would scrap it and use one of several alternate systems I wrote up for other games, including my own original RPG. I like options, but I also like classes, because they're interesting, and they feel unique when compared and constrasted to one another.
At least they're supposed to. Still waiting to see that happen with Next. Really, on one level the OP is right. With the way they're doing things right now, they really might as well just scrap classes entirely. I want a class-based game, with plenty to differentiate the classes. If I feel like I'm getting the exact same experience from two separate classes, I won't be happy.
Or you can actually make the system balanced so most if not all options are considered even by power gamers...thought because of how D&DNext is now right now...everything is damage output per round as of now...
If there is even a midly respectable amount and variety of options, this won't be possible. There will always be combinations that are superior to others, and then with a classless system, you've got a few boring cookie-cutter builds that everyone is going to figure out in the first two weeks. The only way to change it up will be new books and other splat material. I already went through constant re-balancing with MMOs, and it was hell enough when the new patches were free.
Another threat of class-less system:
The threat of homogenization: The powergamer will always try to select the best abilities available, the abilities available that work best together in synergy, or a combination of both. Feats, spells, skills, and abilities would have to be incredibly balanced. If not, prerequisite abilities would be analyzed in great detail and selected merely on the basis of getting access to the best combination of abilities.
...and what is the end result? Players are going to have many of the same abilities and there will be likely a large pool of untouched abilities.
The more delicate situation in balance: Restrict the prerequisites of abilities too little and game balance goes pretty much out the window. Restrict the prerequisites too much and all you really have is a disguised class system
The empasized part highlights a very real danger. When you make it to where everyone can have everything, you run the risk of making everyone the same. When that happens, the game becomes boring. When the game becomes boring, people stop playing it.
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6 months ago ::
Nov 24, 2012 - 3:24AM
#46
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- Senior Volunteer Community Lead
- Sesquipedalian
Date Joined:
May 20, 2001
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Classes are handy in that they give general definitions as to what a character/npc is. That guy right over there, he's a wizard. You have a general idea of what a wizards is/does.
A "classless" system would still need to include "packages" or "kits". Want a fighter? Take a, b, and c for Class Feature, and feats X,Y, and Z.
Spoiler:
Show
Of the two approaches to hobby games today, one is best defined as the realism-simulation school and the other as the game school. AD&D is assuredly an adherent of the latter school. It does not stress any realism (in the author's opinon an absurd effort at best considering the topic!).
It does little to attempt to simulate anything either. (AD&D) is first and foremost a game for the fun and enjoyment of those who seek the use of imagination and creativity....
In all cases, however, the reader should understand that AD&D is designed to be an amusing and diverting pastime, something which an fill a few hours or consume endless days, as the participants desire, but in no case something to be taken too seriously.
For fun, excitement and captivating fantasy, AD&D is unsurpassed.As a realistic simulation of things from the realm of make-believe or even as a reflection of midieval or ancient warfare or culture or society, it can be deemed only a dismal failure. Readers who seek the later must search elsewhere. - Gary Gygax. 1e DMG.
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6 months ago ::
Nov 24, 2012 - 3:45AM
#47
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Date Joined:
Apr 28, 2009
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creating a classless version where you gain character points when you levelled and could then purchase any boosts in BAB, Saves, HD, Skill Points, etc. This is the solution that seems to work best for D&D. Preserve the traditional (though try not to bee to rigid about it) through the class system, but also offer freedom through a fully compatible classless system.
Ideally, WOTC would use the something like the above, to accomplish the below.
Build the classes out of a classless framework. It's that simple.
Classes then become simple prepackaged collections of abilities, with the root system underneath for anyone who wants to dink around in it.
This would probably make the broadest number of players happy: creating a system where the developers themselves are buying hd, proficiencies, maneuvers, spells etc, as they build the classes (tweaking the values when a class feature is too costly or too cheap in playtesting). Release the PH with classes, then (a few months down the road) a book about customizing your character through swapping class features, or building a whole class from the ground up.
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6 months ago ::
Nov 24, 2012 - 5:11AM
#48
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A classless system is just not a good idea. It is not simple at all.
If I want to play a rogue, do I pick the features: rogue skills, sneak attack, and finesse? Or maybe I'll pick cleric spells, expertise, and monk abilities instead. Then I can refluff expertise as sneak attack and spells as tricks, right?
There won't be any balance, there will be cherry picking, and for people who want to just play the game it's too much work. There is an overwhelming fanbase against you and the developers have already done too much work to abandon classes at this point.
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6 months ago ::
Nov 24, 2012 - 5:58AM
#49
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Date Joined:
Nov 18, 2007
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I've no disagreement that the ideal system would be classless with example classes built off of it. But in practice D&D is far too complex for such a system to be properly playtested. Classes are necessary because they are points which we can properly playtest. Extrapolation into a classless system is something that should be explored by houserulers after the system comes out, but I predict their most balanced experiments will better form the bases for new hybrid classes rather than be balanced throughout the system.
OTOH, I do think they should move towards a classless sytem to the extent that they reasonably can playtest. Backgrounds and the new skill system are a good step in the rigth direction. But even those systems still need work.
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6 months ago ::
Nov 24, 2012 - 1:37PM
#50
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Build the classes out of a classless framework. It's that simple.
Classes then become simple prepackaged collections of abilities, with the root system underneath for anyone who wants to dink around in it. Such a model makes traditional classes, BECMI race-classes, Skills & Powers, 3E multiclassing, 4E multiclassing, and 4E hybriding all emulatable fairly accurately. 1E/2E dual- and multi-classing probably wouldn't be emulated as cleanly, but can be half-assed together reasonably well enough.
I would buy every single book published using this kind of system. I'd buy these books over upgrading my computer or going out to eat.
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