Vigilance said:
No superhero GAMERS are famously unwilling to accept classes their superhero games. Not the same thing.
For example, there are many, many superheroes who fit into a class structure as far as I'm concerned.
For example, looking at DC, it's especially easy. Superman clearly has a class, and supergirl, superboy et al. are clearly in the "Last Scion of Krypton" class at a lower level.
Similarly, you could say Batman is the iconic Dark Knight and that Batman, Nightwing, Robin etc are lower level members of that class.
All speedsters tend to have very similar ability sets, and there seems to be a baseline set of abilities and skills learned by the graduates of Xavier's academy as well.
In short, there's absolutely nothing to suggest that a flexible class based system is less suited for supers than it is for fantasy.
It's just that most fantasy gamers reconciled themselves to the inherent wonkiness in class-based systems long ago, while gamers who eschewed classes saw supers games as their haven.
Most gamers I knew listed no classes as a reason they played Champions. Is that genre? Or is that because Hero was about the only game in town that didn't have classes back then?
Those same gamers listed their reasons for playing Fantasy Hero as no classes too, if that gives you a hint
Chuck
There are lots of Superhero games out there. Champions, Sentinals, DC, Marvel, Heros unlimited, Gurps, M&M, V&V, and a few other obscure ones.
One of those games uses a class based system. What does that tell you?
It's true that City of Heroes uses a class based system, but of course a server has more limits to what it can portray than the imagination so the designers had little choice, really.
And while I agree that a very playable supers game could be made by "a flexible class based system" once you have enough selections (Role, power source, powers, etc) you're fooling yourself if you really think you've got classes instead of a point based system with the numbers filed off.
Sure you could make a "Costumed Vigilante" class to cover anyone from batman to darkwing duck, so what?
The hero genre includes charaters like Shadowcat, Wolverine, Storm, Superman, John Constantine, Zatana, Dr Fate, Warlock, Havok, The Phantom Stranger.
"Brick" for example is one of the more common archetypes, but they vary all the way from Capt. America who is only slightly above human max, to the Hulk who can chuck a battleship into orbit, to Thor who tacks on a bunch of weather control powers, to Superman who is as strong and tough as anyone, as fast as any speedster, has heat beams and cold breath on par with any blaster, etc. Multiclassed character? Gestalt? DMNPC?
The supers as an RPG subject has a few problems. You to be able to handle a wide variety of power classes, ideally anything from Mystery Men to Supes and Silver Surfer. You also want to be able to handle any number of powers from humans with a gadget or ninja training to single powered characters like Shadowcat or Gambit, characters with a single power they use many ways like Storm or Iceman, to characters like Dr. Strange, Green Lantern, or Silver Surfer who can do practicaly anything.
This kind of flexibility is very hard to achieve. That's no small part of the reason
why there are so many supers games. It's even harder if party balance is one of your goals. Classes do very little to aid those goals.