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General Tabletop Discussion
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Archetypal vs. Menu-style characters
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<blockquote data-quote="PJ-Mason" data-source="post: 1960858" data-attributes="member: 12285"><p>LOL. Min-maxing is a problem that ALL character creation systems will have until the end of time.</p><p></p><p>It definitely appears that one man's menu system is another man's point system. You are targeting the extreme version of what i am talking about. A classless system is either a point system, or a point system masquerading as something else. I'm talking about a menu creation system that already exists in the UA and similiar systems to it. It has the 3 core class philosophies: Warrior, Expert, and Spellcaster. Then each class chooses their class skills, and then feats and /or whatever class abilities you need to model whatever character idea you have. No points, no calculators. Which also includes some mutliclassing if truly needs be. It has no more or less randomness than your archetypical class system. It just allows for more freedom in character creation. Rather than choosing one class that may come close to your concept, or multiclassing into a bunch of classes that may or may not bring you closer to your idea...just build your concept from up the beginning and skip all the inaccurate creation restraints the core system puts on you.</p></blockquote><p></p>
[QUOTE="PJ-Mason, post: 1960858, member: 12285"] LOL. Min-maxing is a problem that ALL character creation systems will have until the end of time. It definitely appears that one man's menu system is another man's point system. You are targeting the extreme version of what i am talking about. A classless system is either a point system, or a point system masquerading as something else. I'm talking about a menu creation system that already exists in the UA and similiar systems to it. It has the 3 core class philosophies: Warrior, Expert, and Spellcaster. Then each class chooses their class skills, and then feats and /or whatever class abilities you need to model whatever character idea you have. No points, no calculators. Which also includes some mutliclassing if truly needs be. It has no more or less randomness than your archetypical class system. It just allows for more freedom in character creation. Rather than choosing one class that may come close to your concept, or multiclassing into a bunch of classes that may or may not bring you closer to your idea...just build your concept from up the beginning and skip all the inaccurate creation restraints the core system puts on you. [/QUOTE]
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