Felon said:
So, in such a system, what is everything that a class offers? Hit points? Attack and defense bonuses?
Classes do what classes always do: they identify your archetype and the way you play the game.
Powers are things that help you, but dont define your archetype.
This may seem counter-intuitive, but it works.
For example, Vision and Shadowcat both have desolidification, just as Plastic Man and Martian Manhunter can both change shape.
Are those powers what define how they operate in a team setting?
I don't believe that they do. Vision isn't generally skulking around in the background any more than Shadowcat is generally running up to punch guys.
Of course, you need to keep two things in mind: a character's archetype is much easier to pick out in a team book, in fact, team books are better rpg fodder in general, since they are actual adventuring groups; second, yes you can find cases where Vision has been stealthy and yes you can find cases where Shadowcat has punched someone.
If your argument is that classes dont work because classes should be straight jackets, I disagree.
The issue I see here is this: classes work in D&D because that system is not dedicated to providing faithful represenations of characters from the genre. The capabilities of wizards, clerics, fighters, and thieves were largely created from whole cloth.
I couldnt disagree more. There were archetypes listed by the original designers of D&D for every character class. Sometimes they were historical, such as the Cleric being based on the Knights Hospitlar, but there are fantasy archetypes for D&D characters.
They just didn't choose genre over good design.
So if you're asking me if I would institute a rule I thought sucked becuase it would make a better emulation of comics, the answer is no.
This is also why Superman is so hard to handle for most comic games. A reader doesn't care how much more powerful he is than the group. Fellow players probably would.
So, are we talking about doing the same thing with a superhero game? Do we wind up with a tabletop version of City of Heroes where you can build faithful versions of some characters, but others just don't fit into a codified class or role very easily?
When I design a supers game, and I guess at this point I'll mention that I have, Blood and Vigilance, and it's sold quite well and gotten good reviews (and it's class based), I have two goals in this order: make it a good game; make it a good emulation of the team comic experience.
I realize I am in the minority on this issue and Im ok with that.
But I also have given this a lot of thought as a long time supers gamer.
Ive played more Champions, Hero, GURPs and M&M than I can count. Those games have a lot going for them.
But point based systems also have drawbacks, that are handled quite nicely through class-based games.
Im not coming at this issue half cocked.
Unlike most people in this thread, I have actually played superhero games both ways: point based and class based.
You can emulate genre characters, and both games work well.