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4E d20 Superheroes - I want that too!
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<blockquote data-quote="Vigilance" data-source="post: 4197032" data-attributes="member: 4275"><p>The vast majority of games period are non-class based period.</p><p></p><p>The reason for this, in my opinion, is the huge shadow cast by D&D over RPGs, where most games try to reach out to an audience looking for something different in some ways, like not liking classes.</p><p></p><p>Still, Dr. Stange and Dr. Fate have a lot in common, as do the Human Torch and Starfire, and Cyborg and Colossus. </p><p></p><p>What does that tell you?</p><p></p><p>I realize I'm in the minority on the subject. Most supers gamers see classes and go "ewwww".</p><p></p><p>But a class based system would work fine for supers, as well as it does for fantasy. </p><p></p><p></p><p></p><p>Yes, but that's what all classes are.</p><p></p><p>An archetype gets common abilities in pre-packaged chunks.</p><p></p><p>It's no different for a barbarian class than it is for a Dark Knight class or a Blaster class.</p><p></p><p></p><p></p><p>In the first place, Id say Cap is in the Acrobat class along with Daredevil myself.</p><p></p><p>In the second place, Thor and Superman are extremely high level characters, multiclassed into Brick and Energy Projector.</p><p></p><p>And yes, a character like Supes, or Thor, is hard to place in a game, but that doesn't mean classes are the problem. I've seen point based games struggle to handle them too. </p><p></p><p></p><p></p><p>Classes also dont hinder those goals.</p><p></p><p>First, you make classes based on arcjetypes just like you do in fantasy: Blaster, Acrobat, Brick, Scientist, Leader, Psychic etc.</p><p></p><p>Then you make powers a separate sub-system like d20's skills. </p><p></p><p>Add in flexible multi-classing and you're all set. </p><p></p><p>And since you mentioned party balance, classes make that easier. </p><p></p><p>They also make party creation easier, since you can spot niches and needs of the group at a glance. </p><p></p><p>Sorry, Ive given this a lot of thought.</p><p></p><p>Classes work as well for supers as they do for fantasy.</p><p></p><p>Which brings it to personal choice.</p></blockquote><p></p>
[QUOTE="Vigilance, post: 4197032, member: 4275"] The vast majority of games period are non-class based period. The reason for this, in my opinion, is the huge shadow cast by D&D over RPGs, where most games try to reach out to an audience looking for something different in some ways, like not liking classes. Still, Dr. Stange and Dr. Fate have a lot in common, as do the Human Torch and Starfire, and Cyborg and Colossus. What does that tell you? I realize I'm in the minority on the subject. Most supers gamers see classes and go "ewwww". But a class based system would work fine for supers, as well as it does for fantasy. Yes, but that's what all classes are. An archetype gets common abilities in pre-packaged chunks. It's no different for a barbarian class than it is for a Dark Knight class or a Blaster class. In the first place, Id say Cap is in the Acrobat class along with Daredevil myself. In the second place, Thor and Superman are extremely high level characters, multiclassed into Brick and Energy Projector. And yes, a character like Supes, or Thor, is hard to place in a game, but that doesn't mean classes are the problem. I've seen point based games struggle to handle them too. Classes also dont hinder those goals. First, you make classes based on arcjetypes just like you do in fantasy: Blaster, Acrobat, Brick, Scientist, Leader, Psychic etc. Then you make powers a separate sub-system like d20's skills. Add in flexible multi-classing and you're all set. And since you mentioned party balance, classes make that easier. They also make party creation easier, since you can spot niches and needs of the group at a glance. Sorry, Ive given this a lot of thought. Classes work as well for supers as they do for fantasy. Which brings it to personal choice. [/QUOTE]
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