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<blockquote data-quote="Clavis" data-source="post: 4072141" data-attributes="member: 31898"><p>As a DM and a player, my feeling is that a class & level system like D&D works best when PCs are based are archetypal models. The whole advantage of a class system is that it makes character creation faster, and role assumption easier (because you already know how a thief, wizard, or knight is "supposed" to act). Making skills and feats a core part of the system was the worst move WOTC made, IMHO. That's beacuse the designers took ideas that belong in a point-based system like GURPS, and grafted them onto a class-based system where they don't belong. Consequently, what you get is a system that combine the worst of both worlds - the arbitrariness of a class system, and the slow character creation and game play of a point based system.</p><p></p><p>There's a funny thing that's been noticed by market researchers regarding customer choice. People say that they want choices, but when you give customers too many choices sales actually go down. The customer gets confused by the plethora of choices, and no matter what they choose, they always feel like they could have done better. Having a few, broadly different choices increases sales and satisfaction, but having too many, very similar choices drives satisfaction way down. It's why when we only had 11 channels of TV, we could always find something to watch, but now that we have 200 cable channels we feel like there's never anything good on.</p><p></p><p>I deplore the introduction of ideas like "character build" into what was meant to be a game where players assume the role of archetypal characters who have archetypal adventures. Not beacuse there's anything wrong with a detailed, math-heavy game where players can create very mechanically detailed characters. It's because the HERO and GURPS systems already exist, and will always do that kind of game play better than D&D can. D&D should do what D&D was meant to do, and not be held hostage to people who wish they were playing other game systems.</p></blockquote><p></p>
[QUOTE="Clavis, post: 4072141, member: 31898"] As a DM and a player, my feeling is that a class & level system like D&D works best when PCs are based are archetypal models. The whole advantage of a class system is that it makes character creation faster, and role assumption easier (because you already know how a thief, wizard, or knight is "supposed" to act). Making skills and feats a core part of the system was the worst move WOTC made, IMHO. That's beacuse the designers took ideas that belong in a point-based system like GURPS, and grafted them onto a class-based system where they don't belong. Consequently, what you get is a system that combine the worst of both worlds - the arbitrariness of a class system, and the slow character creation and game play of a point based system. There's a funny thing that's been noticed by market researchers regarding customer choice. People say that they want choices, but when you give customers too many choices sales actually go down. The customer gets confused by the plethora of choices, and no matter what they choose, they always feel like they could have done better. Having a few, broadly different choices increases sales and satisfaction, but having too many, very similar choices drives satisfaction way down. It's why when we only had 11 channels of TV, we could always find something to watch, but now that we have 200 cable channels we feel like there's never anything good on. I deplore the introduction of ideas like "character build" into what was meant to be a game where players assume the role of archetypal characters who have archetypal adventures. Not beacuse there's anything wrong with a detailed, math-heavy game where players can create very mechanically detailed characters. It's because the HERO and GURPS systems already exist, and will always do that kind of game play better than D&D can. D&D should do what D&D was meant to do, and not be held hostage to people who wish they were playing other game systems. [/QUOTE]
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