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Class concepts that you just can't work out neatly in DnD
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<blockquote data-quote="harmyn" data-source="post: 3111614" data-attributes="member: 13511"><p>Or just play GURPS and use a series of basic templates to represent initial class choices and leave a number of additional points that players can spend to more fully customize their characters to better fit their desires.</p><p></p><p>I have quite enjoyed running many games in 3e and 3.5, and truly love playing Classic D&D, but the system will only flex so much. If you want total versatility then <strong>GURPS</strong>, <strong>HERO</strong>, and from the sounds of it <strong>Rolemaster</strong> (not seen any of the new stuff so this is only based off what was implied earlier) might be a better fit for your tastes.</p><p></p><p>For my part, there is a fantasy setting myself and a friend are developing and we turned to GURPS from D&D for it because it gave us the flexibility we were wanting in races, magic, and concepts.</p></blockquote><p></p>
[QUOTE="harmyn, post: 3111614, member: 13511"] Or just play GURPS and use a series of basic templates to represent initial class choices and leave a number of additional points that players can spend to more fully customize their characters to better fit their desires. I have quite enjoyed running many games in 3e and 3.5, and truly love playing Classic D&D, but the system will only flex so much. If you want total versatility then [B]GURPS[/B], [B]HERO[/B], and from the sounds of it [B]Rolemaster[/B] (not seen any of the new stuff so this is only based off what was implied earlier) might be a better fit for your tastes. For my part, there is a fantasy setting myself and a friend are developing and we turned to GURPS from D&D for it because it gave us the flexibility we were wanting in races, magic, and concepts. [/QUOTE]
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Class concepts that you just can't work out neatly in DnD
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