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Help me decide on classes..

Started by Uff, February 12, 2009, 01:44:35 PM

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StormBringer

Quote from: Uff;283344I will try to clarify what my ideas for the classes are a little better.

-Each class will be based on the same default template class regarding             skills and magic.

-No class will be unable to use magic. If the player chooses to not use magic it will be the players choice. Not the game saying his class cannot use magic

-No skill,magic,abilities or other special bonuses will be restricted to one class.
A thief might get a "special" for free due to being a thief as a class, but other classes can purchase that special with skillpoints(or what i end calling them).
I don't think you want a class and level game.  What you want is a skill-based game.
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Skyrock

Unless you combine classes with other restrictions (like making purchasing spells more expensive if you are a rogue or warrior), I'd agree with Stormbringer. Classes are mostly useful for their restrictive nature; remove that or soften it too much, and you end up with just an useless overhead on a thinly disguised class-less system.

However, you should keep in mind that classes and levels are different beasts that can exist independently. For instance, Savage Worlds has levels, but no classes. (There's certainly also an at least semi-popular system with classes, but without levels, but I can't name one off the top of my head.)
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StormBringer

Quote from: Skyrock;283378Unless you combine classes with other restrictions (like making purchasing spells more expensive if you are a rogue or warrior), I'd agree with Stormbringer. Classes are mostly useful for their restrictive nature; remove that or soften it too much, and you end up with just an useless overhead on a thinly disguised class-less system.
Definitely.  'Archetypes' don't make a lot of sense outside of a niche protection class system.

QuoteHowever, you should keep in mind that classes and levels are different beasts that can exist independently. For instance, Savage Worlds has levels, but no classes. (There's certainly also an at least semi-popular system with classes, but without levels, but I can't name one off the top of my head.)
I would say Cyberpunk 2020 would be a class system without levels, but even that is more of a hybrid of classes and skills.
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

Xanther

I agree, I think a skill based set up, maybe with skill purchase restrictions or cost increases to favor roles will function better.  The Fantasy Trip may be a good inspirational system to look at, it has much of what you wanted in terms of player options.  I'll leave it to others to recommend if GURPS might also provide some insight.
 

StormBringer

Quote from: Skyrock;283378Unless you combine classes with other restrictions (like making purchasing spells more expensive if you are a rogue or warrior), I'd agree with Stormbringer. Classes are mostly useful for their restrictive nature; remove that or soften it too much, and you end up with just an useless overhead on a thinly disguised class-less system.
Also, for genre-emulation, but then you generally aren't shooting for multi-classing, because you are looking to maintain a more or less exacting set of roles for a particular style of play.

That slipped my mind earlier, I wanted to clarify.
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need