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    Do we really need Classes anymore?

    It was all meant to be with a big neon glowing disclaimer saying "In general, exceptions are not only possible but also common." Class-less systems are more complex than class systems in general, because Class-less systems offer more options, and have more possibilities they have to address than...
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    Do we really need Classes anymore?

    Of course when making two systems (One Class-less and one with Classes) of the same completeness, the Class-less system is the hardest to get totally balanced. This doesn't mean I think Developers who use Classes are just too stupid to make Class-less systems. I'm going to make a list of pro's...
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    PCs and the gimmie gimmie's

    Somewhere else on the Internet (That's not vague at all :P) someone said this about GM's, their own setting and players playing in those settings. A player will undoubtedly come up with something that doesn't fit in the setting. GM's tend to think: "This doesn't work, alter the character, so...
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    Do we really need Classes anymore?

    This is wrong way round argumenting. Adventures should based on the skills and powers of the PC's and not the other way round. For a GM having a list of Skills, feats and powers describing your PC's is more useful than a list of classes, because one class can be played many very different ways.
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    Do we really need Classes anymore?

    I hope you, and everyone else reading this, will agree with me that if this is an authors way of keeping his system balanced, the fault is with the author and the system, and not the Class-less-ness of this system. GURPS for instance is a Classless system (although with templates), but still...
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    Do we really need Classes anymore?

    IMO Classes are outdated and most (if not all) systems I use don't have Classes. If you want to keep the Class-flavor (as mentioned above, pro's are better defined party roles, etc.) you could create 'Class'-template, i.e. a combination of skills and feats which represent a certain Class...
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    Needs quite a bit of Dming help!!!

    Finnie, also remember this. Being unsure about your DMing and actively trying to improve it, are signs of good DM's.
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    Encouraging Charactization

    My standard procedure for this kind of problem is including 'character defining choices' in the start of my adventure or campaign. The first half hour of gaming will be riddled with choices, but with little consequences. I.e. a beggar comes up to the character, does he give some money? Either...
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    Oh silly PCs, what hast thou wrought?

    One important point everyone is missing (and not only in this topic, but in many discussions about rules) is that DM > DMG,PHB. If this DM has thought of a way of combining an LG paladin and a LE cleric, well, good for him. The DM should communicate this in a clear way to and with his players...
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    Should Roleplay Determine Character Advancement?

    Until now this thread is IMO not about advancement but about rewarding. The difference being that advancement is not 'getting' the character points/XP/levels, but deciding what to do with those acquired points. Following the above definition of advancement, I think roleplay should absolutely...
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    Rules that would be realistic, but be a real drag to have to use

    GURPS also has a neat rule for 'language comprehension' levels. There are four levels of language comprehension being: None, Broken, Accented, Native. Funny things are for example two 'Broken' people trying to have a conversation and a failure results in a miscommunication meaning that the...
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    Rules that would be realistic, but be a real drag to have to use

    invokethehojo (pg 2) Ehm... GURPS? It has rules for things like rapid fire, spraying, covering fire, hit locations. Ofcourse these are rules which would qualify for being the subject of this thread, but still, you don't have to figure things like that out yourself
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    Campaign Session help...

    One of the most useful things I've done in cases similar to yours is asking your players what their ideas are. It helps on multiple levels. 1. You get inspiration 2. Your players get the action or play they want
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