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*TTRPGs General
Archetypes, are they useful anymore?
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<blockquote data-quote="RFisher" data-source="post: 3214146" data-attributes="member: 3608"><p>You can have generalist characters in class-based systems: 1e's Cleric/Fighter/MU.</p><p></p><p>You can have archetype characters in skill-based systems.</p><p></p><p>My experience is that, in general, even in purely skill-based games, you'll have more fun if you specialize.</p><p></p><p>In the long run, many skill-based games--unfortunately--encourage generalism. Plus, you can have "broken" mechanics like the Gurps "put a high score in DX or IQ & be good at everything physical/mental." (Just an example...I wouldn't want to get into a discussion about that again.) & occasionally the jack-of-all-trades character is fun. But, in general, playing to type ends up being more fun.</p><p></p><p>I've come to see classes & skills as two extremes of the same continuum. Classes are nothing more than really broad skills. I could say that Bob has training in sword-fighting, hand-to-hand combat, riding, jousting, courtesy, &c. Or I can just say that he's been trained as a knight. Each has advantages & disadvantages.</p><p></p><p>In any case, are archetypes still useful? Of course. Do game mechanics need to be built around them? Mostly no.</p><p></p><p>My caveats are that a skill-based system needs to consider two things:</p><p></p><ol> <li data-xf-list-type="ol">Do you reward specialization or generalism?</li> <li data-xf-list-type="ol">Are different types of characters modelled at the same level of granularity? Do you need 20 skills to build a knight but only 5 to build a mage--or the other way around?</li> </ol></blockquote><p></p>
[QUOTE="RFisher, post: 3214146, member: 3608"] You can have generalist characters in class-based systems: 1e's Cleric/Fighter/MU. You can have archetype characters in skill-based systems. My experience is that, in general, even in purely skill-based games, you'll have more fun if you specialize. In the long run, many skill-based games--unfortunately--encourage generalism. Plus, you can have "broken" mechanics like the Gurps "put a high score in DX or IQ & be good at everything physical/mental." (Just an example...I wouldn't want to get into a discussion about that again.) & occasionally the jack-of-all-trades character is fun. But, in general, playing to type ends up being more fun. I've come to see classes & skills as two extremes of the same continuum. Classes are nothing more than really broad skills. I could say that Bob has training in sword-fighting, hand-to-hand combat, riding, jousting, courtesy, &c. Or I can just say that he's been trained as a knight. Each has advantages & disadvantages. In any case, are archetypes still useful? Of course. Do game mechanics need to be built around them? Mostly no. My caveats are that a skill-based system needs to consider two things: [list=1] [*]Do you reward specialization or generalism? [*]Are different types of characters modelled at the same level of granularity? Do you need 20 skills to build a knight but only 5 to build a mage--or the other way around? [/list] [/QUOTE]
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