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Classes and levels?

Started by Dominus Nox, September 16, 2006, 05:16:32 PM

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Dominus Nox

Do you like classes and levels in games?

Personally I don't much, as I prefer just using XP to buy better abilities of stats as theyn acumulate, the whole level/class thing just never struck me as the right way, but to each it's own.
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flyingmice

Quote from: Dominus NoxDo you like classes and levels in games?

Personally I don't much, as I prefer just using XP to buy better abilities of stats as theyn acumulate, the whole level/class thing just never struck me as the right way, but to each it's own.

It's not a deal killer, but if I had my druthers, no.

-mice
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Caesar Slaad

As mentioned back in the point build thread, I think that a structure approach to chargen is the best way to go[TM]. Classes and levels -- provided with a bit of wiggle room to accomodate choice -- are an instance of that.
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arminius

Generally, no, I don't like Classes/Levels but I like the approach in Dragonquest, which sort of splits the difference.

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Quote from: Dominus NoxDo you like classes and levels in games?

Personally I don't much, as I prefer just using XP to buy better abilities of stats as theyn acumulate, the whole level/class thing just never struck me as the right way, but to each it's own.
I do both in the Iridium System. I must say, I do not really prefer one over the other. Implementation is the most importat factor here. Strict classing leaves me cold. A total freeform equally so. Call me strange, but it should be fundamentally much more difficult to change core attributes than skills. Some systems reflect this but then I do not consider them freeform. By freeform I mean able to XP buy everything from attributes to skills to elements of a character (i.e. the color of their eyes). Truthfully, I have only seen two games like that and they were homebrewed.

Ultimately, I prefer a mix. Classes and skills with the ability to buy everything at varying costs.

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Slothrop

I like them, but I don't prefer them over any other approach.

It also depends on the game* in question.  Some things are better handled without classes and levels.  On the other hand, a D&D game wouldn't feel right without them.




*By "game" I mean the situation/campaign/whatever that everyone's agreed to play, not a specific system.
 

palehorse

Quote from: flyingmiceIt's not a deal killer, but if I had my druthers, no.

-mice

Same here.

As far as classes go, I really prefer something with an easily customizeable template system, like Hero or Gurps or what have you, where the folks who want a class can have one if the like, and the folks who want to totally freeform it can do that.

Levels? Meh. I'm a point-buy man.
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Mr. Analytical

I like there to be some structure to character creation so that your character isn't just a list of different skills but I prefer that structure to be supplied by archetypes, templates or professions than outright classes.

I'm too perverse to enjoy fitting into a little box.

For example, currently playing a Viking game and despite the fact that I've had no qualms about playing your typical viking type in other contexts (drunk, violent, instinctive), when confronted with the chance to play a proper Viking I've created a prudent man who only ever wanted to be a potter but describes himself as a simple farmer (despite actually being pretty damn hard).  I even went back to change my character's stats so as to make him more prudent.

arminius

When it comes to classes/levels, character creation and character development can be different problems.

E.g., even if character creation is very restrictive, it needn't be so bad if development is more freeform. Whereas I've also seen games that have a relatively freeform creation system followed by annoying characteristics of "classes". I seem to remember that in the old Heritage/FGU game Swordbearer, you would pick certain skill specializations during character creation so that you'd always advance more quickly/easily in those skills than others.

While that may have some validity in terms of representing aptitudes or whatever, and may even help give "focus" to characters, I've never liked the idea that a starting character is a sort of "larval version" of a future self which will be revealed, somewhat deterministically, provided the character lives long enough.

(OTOH, the skill bonus system of Harnmaster represents innate aptitudes and affinities without seeming as stereotyped as what I remember from Swordbearer.)