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<blockquote data-quote="Ruin Explorer" data-source="post: 4041053" data-attributes="member: 18"><p>I don't agree with your definitions and they're clearly not what the OP intended, either, so I'm a little unsure why you're providing them. Traveller, for example, may have various "classes", but in the end, it's what abilities (stats, skills, etc.) you pick up that defines you, and that often results in characters from different classes being effectively extremely similar.</p><p></p><p>I suspect most people would also catergorize games like Exalted as "low". Whilst they may encourage specialization, it's not a necessity, and after all is said and done, it can be difficult to differentiate Exalts, if you just look at their stats, especially after a bit of XP.</p><p></p><p>GURPS and other points-buys aren't just "low", either, they're zero granularity in most cases.</p><p></p><p></p><p></p><p>I agree with this. I think most players want to "build" their character as they go along, and don't want aspiring to a particular "build" and having to pre-plan for it and so on. The idea of "builds" is very much tied to the pre-reqs associated with them, too. When you're just choosing abilities as you go along, you can aspire to a build, but you don't have to (an example of this in D&D 3E would be picking your abilities with a Bo9S character - there are no pre-reqs and little in the way of the kind of synergy that demands planning - this is what I expect to see in 4E).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 4041053, member: 18"] I don't agree with your definitions and they're clearly not what the OP intended, either, so I'm a little unsure why you're providing them. Traveller, for example, may have various "classes", but in the end, it's what abilities (stats, skills, etc.) you pick up that defines you, and that often results in characters from different classes being effectively extremely similar. I suspect most people would also catergorize games like Exalted as "low". Whilst they may encourage specialization, it's not a necessity, and after all is said and done, it can be difficult to differentiate Exalts, if you just look at their stats, especially after a bit of XP. GURPS and other points-buys aren't just "low", either, they're zero granularity in most cases. I agree with this. I think most players want to "build" their character as they go along, and don't want aspiring to a particular "build" and having to pre-plan for it and so on. The idea of "builds" is very much tied to the pre-reqs associated with them, too. When you're just choosing abilities as you go along, you can aspire to a build, but you don't have to (an example of this in D&D 3E would be picking your abilities with a Bo9S character - there are no pre-reqs and little in the way of the kind of synergy that demands planning - this is what I expect to see in 4E). [/QUOTE]
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