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Are Classes now a must in an RPG?
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<blockquote data-quote="Anthony Terry" data-source="post: 6477466" data-attributes="member: 6776492"><p>Hi guys,</p><p></p><p>I am one of the million people lurking on the internet that fancies him self a budding writer and havve begun the labour of love of transferring our home campagain world and house rules into its own RPG. However one my major goals is prooving more dificult in practise than i expected.</p><p></p><p>Soon after i first started playing D&D one of my only issues with 3.5 (which was my first experience, discounting the handful of OD&D i had played with my dad) was classes, i disliked that a rulebook of a roleplaying game was telling me what was available by default. Its what lead me back to Od&d where its allot easier to develop alternative classes against fighting-man etc and eventually on to our own system that we believe removes the need for classes all together by using something similar to a point buy system and a list of feats/proficiencies.</p><p></p><p>My question is with joined campaigns and online play being supposedly the future of rpgs, is there a market for a game that almost discourages you from playing the same things to the level where literally no character weve made so far has been the same at level 1? Or will people feel put off by a product missing what has apparently become a core concept of an rpg.</p><p></p><p>As a last note we do give examples of characters that are common in our setting as a baseline, and do list circa 100 unique what were calling talents so were not telling people to go in completely blind, i am trying to sell them something after all! ^.^</p></blockquote><p></p>
[QUOTE="Anthony Terry, post: 6477466, member: 6776492"] Hi guys, I am one of the million people lurking on the internet that fancies him self a budding writer and havve begun the labour of love of transferring our home campagain world and house rules into its own RPG. However one my major goals is prooving more dificult in practise than i expected. Soon after i first started playing D&D one of my only issues with 3.5 (which was my first experience, discounting the handful of OD&D i had played with my dad) was classes, i disliked that a rulebook of a roleplaying game was telling me what was available by default. Its what lead me back to Od&d where its allot easier to develop alternative classes against fighting-man etc and eventually on to our own system that we believe removes the need for classes all together by using something similar to a point buy system and a list of feats/proficiencies. My question is with joined campaigns and online play being supposedly the future of rpgs, is there a market for a game that almost discourages you from playing the same things to the level where literally no character weve made so far has been the same at level 1? Or will people feel put off by a product missing what has apparently become a core concept of an rpg. As a last note we do give examples of characters that are common in our setting as a baseline, and do list circa 100 unique what were calling talents so were not telling people to go in completely blind, i am trying to sell them something after all! ^.^ [/QUOTE]
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Are Classes now a must in an RPG?
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