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Class-Based Generic Games

Started by The Worid, September 24, 2009, 05:47:48 PM

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The Worid

Does anyone know of any? The only one I can think of off-hand is True20. I'm wondering especially if there are any that use specific classes, more along the lines of D&D than True20, but I doubt that, although I would love to be proved wrong.

As a secondary topic, given that virtually all generic systems are skill-based, how viable are generic class-based systems?
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Aos

As far as viability goes, True20 works pretty well.
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Metal Earth

Cosmic Tales- Webcomic

Hackmaster

D20 Modern.

The six classes are based around a single main attribute. Various settings have their own prestige classes. It's flexible enough to handle a wide variety of settings.
 

Benoist

d20 Modern indeed.

Grim Tales
is the translation of d20 Modern-type mechanics to a low-magic generic fantasy style.  

QuoteFrom the back cover blurb: "Grim Tales is the high adventure, low magic campaign sourcebook for fantastic roleplaying in your favorite pulp genres, from the dawn of Atlantis to the apocalyptic future of a dying planet. Players will enjoy nearly limitless combinations of classes, feats, skills, and talents to create their characters, while GMs can pick and choose from a wide variety of design mechanics, variant rules, and campaign trappings to create exactly the setting he wants to challenge and entertain his players."

Grim Tales is a sourcebook for running low-magic d20 games using core classes tied to attributes (the Strong Hero, the Fast Hero, etc.) and a magic system that puts the potential to cast spells in the hands of anyone willing to risk the attendant physical drain. Although it doesn't come with a detailed setting of its own, there are three example campaign outlines and most parts of the book give descriptions for three broad "eras": archaic, modern, and apocalyptic.

DeadUematsu

 

J Arcane

Alternity did it the best I think.
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Drohem

D20 Modern by WotC is what you are looking for, IMHO.

Pseudoephedrine

Quote from: J Arcane;333996Alternity did it the best I think.

Alternity's is pretty good.

For the OP:

Alternity's basic system has four classes - Combat Specialists, Free Agents, Diplomats, and Tech Specialists. They're very broad, and they mainly determine your starting skills and give you a special ability. Free Agent is the only class that isn't obvious from its name - they're basically generalists with a slight emphasis on sneakiness.
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thecasualoblivion

You have to remove all the flavor from it for this to work, but I find Star Wars SAGA edition makes a better d20 modern than d20 modern. Just remove all the Star Wars and use the base mechanics. Reflavor all the weapons into modern equivalents. Hell, you can even rename force powers magic/psionics. Most of the feats and talents are easily reflavored.
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Claudius

Quote from: The Worid;333978I'm wondering especially if there are any that use specific classes, more along the lines of D&D than True20, but I doubt that, although I would love to be proved wrong.
I'm not surprised, the more specific the classes are the less generic the game is, it's self-defeating.

Unless I'm completely wrong.
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David Johansen

Well, there's Rolemaster...no seriously!

Anyhow, universal classes and levels?  That's what the Ultramodern Rules Kernal will be.
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Spinachcat

True20 would be my go-to for Class + Level + Generic.

As for viability, do you mean in the commercial marketplace?  

Personally, I doubt I would buy another Generic.   Savage Worlds scratches most of my needs for a Generic system when I'm not in the mood to hash out my own stuff from some other system.

StormBringer

Quote from: The Worid;333978As a secondary topic, given that virtually all generic systems are skill-based, how viable are generic class-based systems?
Class based systems are designed to emulate a genre, and the classes support not only niche protection, but genre emulation.  I would say a class based generic system is something of a paradox.  The classes are really a discount skill package, so you have a skill based system underlying them, generally.  I am not entirely convinced a generic class based system would work exceptionally well.
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brettmb

Quote from: StormBringer;334086Class based systems are designed to emulate a genre, and the classes support not only niche protection, but genre emulation.  I would say a class based generic system is something of a paradox.  The classes are really a discount skill package, so you have a skill based system underlying them, generally.  I am not entirely convinced a generic class based system would work exceptionally well.

I would agree with that statement. Classes are very specific when they are the focus. Generalizing classes waters them down in most cases.

The Worid

Quote from: StormBringer;334086Class based systems are designed to emulate a genre, and the classes support not only niche protection, but genre emulation.  I would say a class based generic system is something of a paradox.  The classes are really a discount skill package, so you have a skill based system underlying them, generally.  I am not entirely convinced a generic class based system would work exceptionally well.

Yet a skill-based system usually conforms to a genre as well. The design choices made as to what skills are important affect what sort of list you get; so a game with a combat focus gets separate skills for each type of sword (in an extreme example) and then might only have one skill for socializing.
My point is that having classes be only for certain genres is an assumption borne of most games being built that way. I'm not saying that their isn't logic to it (skills usually make multi-genre systems easier) but it's wrong to say that such a thing is when it's barely been tried.

My thought in making this thread was, what if you have a system that didn't use extremely generic classes? Like a class-based counterpart to GURPS, that uses fairly-specific classes that one took in combinations. For example, a Paladin that was a Fighter 1/Cleric 1. I'm curious as to whether or not it's a pipe dream, and I was wondering if any games like this existed. Thanks for the responses so far; I have d20 Modern, and I was looking back at it again because of the suggestions.

@Spinachcat: I meant viable as in could one make a good game like this, not would it sell well. I should have clarified that.
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