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4E - What Rules Need Staying?
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<blockquote data-quote="KarinsDad" data-source="post: 3717304" data-attributes="member: 2011"><p>The issue TSR/WotC was facing in 1997 was that the industry no longer had many game systems that had classes.</p><p></p><p>Classes were considered archaic at the time. But, if WotC got rid of classes, they would basically destroy one of the major sacred cows of DND and it would be considered a GURPS Clone no matter how they did it.</p><p></p><p>So, they added skills and feats in order to add versatility to the game. They made it a Hybrid of DND 2E and GURPS/HERO/other systems. Not totally a class system with no extra options. Not totally an ability purchase system like the others. A Hybrid system with class abilities plus additional skills/feats purchase during certain levels.</p><p></p><p>Class system rpg computer games with additional abilities first showed up around 1991, but were few and far between then.</p><p></p><p>So yes, the Hybrid concept was not unique to DND 3E and actually showed up in class level computer RPGs games first because the computer game designers saw the same problem that WotC saw. To maintain classes, they needed to add extra abilities for character uniqueness.</p><p></p><p>The Class/Feat/Skill Hybrid concept did not show up in the games king_ghidorah mentioned, just the perk/talent/feat concept. But, it is not feats that were important to DND 3E, it was the ability to maintain the class system in an industry that thought they were old fashioned by bolting on an add-on system of feats and skills which allow for additional versatility and character uniqueness. It was merging the two drastically different types of RPGs into a single Hybrid one.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3717304, member: 2011"] The issue TSR/WotC was facing in 1997 was that the industry no longer had many game systems that had classes. Classes were considered archaic at the time. But, if WotC got rid of classes, they would basically destroy one of the major sacred cows of DND and it would be considered a GURPS Clone no matter how they did it. So, they added skills and feats in order to add versatility to the game. They made it a Hybrid of DND 2E and GURPS/HERO/other systems. Not totally a class system with no extra options. Not totally an ability purchase system like the others. A Hybrid system with class abilities plus additional skills/feats purchase during certain levels. Class system rpg computer games with additional abilities first showed up around 1991, but were few and far between then. So yes, the Hybrid concept was not unique to DND 3E and actually showed up in class level computer RPGs games first because the computer game designers saw the same problem that WotC saw. To maintain classes, they needed to add extra abilities for character uniqueness. The Class/Feat/Skill Hybrid concept did not show up in the games king_ghidorah mentioned, just the perk/talent/feat concept. But, it is not feats that were important to DND 3E, it was the ability to maintain the class system in an industry that thought they were old fashioned by bolting on an add-on system of feats and skills which allow for additional versatility and character uniqueness. It was merging the two drastically different types of RPGs into a single Hybrid one. [/QUOTE]
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