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<blockquote data-quote="arscott" data-source="post: 4197351" data-attributes="member: 17969"><p>The same thing that any well-designed class/level based system gains over a point-based system:</p><p></p><p>Clarity, and Ease of Play.</p><p></p><p>In many RPGs, character creation is the hardest part of the game. But it's also the part that comes first, before you know any of the rules or have any experience with game play.</p><p></p><p>When you're just given a list of options, and told "spend your points on these", It's tough. You don't know which options are necessary, which are good to have, and which sound cool but aren't actually powerful. (That's also true of unstructured list choices in class and level based games, btw. My first 3e character was a melee rogue who didn't have any ranks in tumble).</p><p></p><p>Posts upthread touch on the fact that CoH started classless, and gained archetypes at a late stage in its development. The reason they did this, though, is that their original classless system was <em>too confusing and hard to use.</em></p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Structured choices make character creation faster and easier (always a plus).</p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Structured choices make for a balanced and well-rounded party (the fantastic four has a striker, a leader, a controller, and a defender)</p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Structured choices make it easier for the GM to design appropriate encounters that are challenging, but not impossible, for players (M&M doesn't have classes, but it does have levels--and for a good reason).</p></blockquote><p></p>
[QUOTE="arscott, post: 4197351, member: 17969"] The same thing that any well-designed class/level based system gains over a point-based system: Clarity, and Ease of Play. In many RPGs, character creation is the hardest part of the game. But it's also the part that comes first, before you know any of the rules or have any experience with game play. When you're just given a list of options, and told "spend your points on these", It's tough. You don't know which options are necessary, which are good to have, and which sound cool but aren't actually powerful. (That's also true of unstructured list choices in class and level based games, btw. My first 3e character was a melee rogue who didn't have any ranks in tumble). Posts upthread touch on the fact that CoH started classless, and gained archetypes at a late stage in its development. The reason they did this, though, is that their original classless system was [I]too confusing and hard to use.[/I] :close: Structured choices make character creation faster and easier (always a plus). :close: Structured choices make for a balanced and well-rounded party (the fantastic four has a striker, a leader, a controller, and a defender) :close: Structured choices make it easier for the GM to design appropriate encounters that are challenging, but not impossible, for players (M&M doesn't have classes, but it does have levels--and for a good reason). [/QUOTE]
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