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<blockquote data-quote="Tony Vargas" data-source="post: 7162454" data-attributes="member: 996"><p>If I /had/ to? So there's no chance of getting the gun away from whoever's holding it to my head?</p><p></p><p>Class-based games are probably the most prolific, since immitators of D&D are the most prolific sort of RPG, but that doesn't make them good. D&D was first, and happened to use classes, so lots of RPGs still use them, even though they're not so great a design technique. If Traveler or RuneQuest had come out in 1972 and been accused of satanism or something, thing's'd be completely different. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p> It's a real kettle of wyrms. How do you divide up the universe of possible character concepts? How do you avoid leaving some out or making others dominate? </p><p></p><p> The former might work OK if you have efficient MCing. But even breaking out the two could be a huge mistake. </p><p></p><p> That's like asking if being able to breath is more important than oxygen. ;P Balance in an RPG supports freedom of choice, it's all about choice, about having lots of choices, and those choices meaning something and being things that work mechanically to support those choices - meaningful & viable choices.</p><p></p><p> The rules should clearly define as many choices as possible, choices that you can then use to define into being the character you want, without having to waste too much effort assuring that it's going to be viable along side the next character.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7162454, member: 996"] If I /had/ to? So there's no chance of getting the gun away from whoever's holding it to my head? Class-based games are probably the most prolific, since immitators of D&D are the most prolific sort of RPG, but that doesn't make them good. D&D was first, and happened to use classes, so lots of RPGs still use them, even though they're not so great a design technique. If Traveler or RuneQuest had come out in 1972 and been accused of satanism or something, thing's'd be completely different. ;) It's a real kettle of wyrms. How do you divide up the universe of possible character concepts? How do you avoid leaving some out or making others dominate? The former might work OK if you have efficient MCing. But even breaking out the two could be a huge mistake. That's like asking if being able to breath is more important than oxygen. ;P Balance in an RPG supports freedom of choice, it's all about choice, about having lots of choices, and those choices meaning something and being things that work mechanically to support those choices - meaningful & viable choices. The rules should clearly define as many choices as possible, choices that you can then use to define into being the character you want, without having to waste too much effort assuring that it's going to be viable along side the next character. [/QUOTE]
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