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<blockquote data-quote="doghead" data-source="post: 1828804" data-attributes="member: 8243"><p>The pbp game I am currently running with the classless system has shown up some difficulties with incorporating the class abilities - the bardic and monk in particular have abilities that don't breakdown easily.</p><p></p><p>I had hoped that the (ex) and (su) designators could be useful in resolving this but having lookerd over them, I don't think that they will help.</p><p></p><p>The next solution is to simply remove all class abilities with the exception of spellcasting. This reduction appeals to some degree, in the same way that playing NPC classes does. When the basics are sorted out, the class abilities can be reintroduced in a some manner. However, the simpler game resulting from the removal of the class abilities does fit nicely with the feel of the game I'd like to create. I think that this is the way to go.</p><p></p><p>In regards to class abilities, I think that they are going to much more closely tied to culture. The barbarian is an obvious example. Only those born and raised in a barbarian culture would have access to the Rage ability. Its not something that can just be just picked up in order to give your fighter a bit more grunt. The bard is another, traditionally it tooks years of training to be a bard. Again, not something you could just pick up after a few rounds in a dungeon. Obviously, this means that these cultures and institutions have to be present into the setting in some way for them to be an option.</p><p></p><p>Or new ones that are more setting appropriate. An idea would be to use starting templates that, while restricting choices, provide opportunities to gain extrordinary and supernatural abilities, and improve them as the character gains experience. Ironically, something like classes.</p><p></p><p>Tonguez mentioned the Fey. I think that they could provide a nice counterpoint to the human Empires. I definately want to get them in somehow.</p></blockquote><p></p>
[QUOTE="doghead, post: 1828804, member: 8243"] The pbp game I am currently running with the classless system has shown up some difficulties with incorporating the class abilities - the bardic and monk in particular have abilities that don't breakdown easily. I had hoped that the (ex) and (su) designators could be useful in resolving this but having lookerd over them, I don't think that they will help. The next solution is to simply remove all class abilities with the exception of spellcasting. This reduction appeals to some degree, in the same way that playing NPC classes does. When the basics are sorted out, the class abilities can be reintroduced in a some manner. However, the simpler game resulting from the removal of the class abilities does fit nicely with the feel of the game I'd like to create. I think that this is the way to go. In regards to class abilities, I think that they are going to much more closely tied to culture. The barbarian is an obvious example. Only those born and raised in a barbarian culture would have access to the Rage ability. Its not something that can just be just picked up in order to give your fighter a bit more grunt. The bard is another, traditionally it tooks years of training to be a bard. Again, not something you could just pick up after a few rounds in a dungeon. Obviously, this means that these cultures and institutions have to be present into the setting in some way for them to be an option. Or new ones that are more setting appropriate. An idea would be to use starting templates that, while restricting choices, provide opportunities to gain extrordinary and supernatural abilities, and improve them as the character gains experience. Ironically, something like classes. Tonguez mentioned the Fey. I think that they could provide a nice counterpoint to the human Empires. I definately want to get them in somehow. [/QUOTE]
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