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General Tabletop Discussion
*Pathfinder & Starfinder
Class System, with or without you? What do you think?
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<blockquote data-quote="Petrosian" data-source="post: 443939" data-attributes="member: 1149"><p>[/B]</p></blockquote><p></p><p></p><p>Classes provide groups of things that go together as a package. Some of those may not be inherently linked to your particular focus. For example, if i were building an enchanter MINMAX i would not "waste points" on my will save that i could use for my enchanter spell DCs.</p><p></p><p>Class systems tend to try and make the classes balanced packages for the srtting. The key is, classes are setting specific, not generic.</p><p></p><p></p><p>Well , my first thoguht was that the reason for not taking "effective item number 12" eben though it is clearly the right choice power wise, is that it does not fit your character.</p><p></p><p>"ecause the system lets you" is to my way of gaming not a valid reason for buying something. "because it fits my character" is.</p><p></p><p>In our current HERo game, we each have areas we left out, even tho we knew we woudl need them, because it made no sense in character terms. We could have each built more self sufficient characters, without openings and weaknesses, b8ut that would be less enjoyable in many regards.</p><p></p><p>The DND classes, with their differentiation, tend to make teams necessary. No one class can meet all threat. No one class can be self-sufficient. hence the SETTING goal of "team play" is aided by the class "holes" so to speak.</p><p></p><p></p><p>These sound more like poor syncing between player understanding and Gm understanding of what the campaign would be like.</p><p></p><p>To the degree that the GM makes efficiency important, the players will strive for it. System is irrelevent in that regard. With a classed system, the packages are more defined and linked. With a classless system, less so.</p><p></p><p>All classes do is define advancement in world sense. They show you a lot about the world. They help to define it.</p><p></p><p></p><p>The big difference between class and classless i have seen, point buy vs classes, is that classes provide the players with an understanding and expectations of what is that their characters would also have.</p><p></p><p>often, while classless systems often rely on the GMs to fill in the gaps, the Gm, who is spending time on other matters, wont take that time. As such, things like advancement rates become a matter of "points. "</p><p></p><p>In a recent HERO game i was not GMing, we had no computer expert yet we captured computer parts with info. over the course of about 2 game weeks, a player spent his XP and went from nominal computer knowledge to nigh expert (3 pt to go from no roll other than GM allowed 25% chances to 83% chance... described in game terms as "he read "computers for dummies" over the weekend."</p><p></p><p>In a classed system ala DND he would advance slowly</p><p>[/QUOTE]</p>
[QUOTE="Petrosian, post: 443939, member: 1149"] [/B][/QUOTE] Classes provide groups of things that go together as a package. Some of those may not be inherently linked to your particular focus. For example, if i were building an enchanter MINMAX i would not "waste points" on my will save that i could use for my enchanter spell DCs. Class systems tend to try and make the classes balanced packages for the srtting. The key is, classes are setting specific, not generic. Well , my first thoguht was that the reason for not taking "effective item number 12" eben though it is clearly the right choice power wise, is that it does not fit your character. "ecause the system lets you" is to my way of gaming not a valid reason for buying something. "because it fits my character" is. In our current HERo game, we each have areas we left out, even tho we knew we woudl need them, because it made no sense in character terms. We could have each built more self sufficient characters, without openings and weaknesses, b8ut that would be less enjoyable in many regards. The DND classes, with their differentiation, tend to make teams necessary. No one class can meet all threat. No one class can be self-sufficient. hence the SETTING goal of "team play" is aided by the class "holes" so to speak. These sound more like poor syncing between player understanding and Gm understanding of what the campaign would be like. To the degree that the GM makes efficiency important, the players will strive for it. System is irrelevent in that regard. With a classed system, the packages are more defined and linked. With a classless system, less so. All classes do is define advancement in world sense. They show you a lot about the world. They help to define it. The big difference between class and classless i have seen, point buy vs classes, is that classes provide the players with an understanding and expectations of what is that their characters would also have. often, while classless systems often rely on the GMs to fill in the gaps, the Gm, who is spending time on other matters, wont take that time. As such, things like advancement rates become a matter of "points. " In a recent HERO game i was not GMing, we had no computer expert yet we captured computer parts with info. over the course of about 2 game weeks, a player spent his XP and went from nominal computer knowledge to nigh expert (3 pt to go from no roll other than GM allowed 25% chances to 83% chance... described in game terms as "he read "computers for dummies" over the weekend." In a classed system ala DND he would advance slowly [/QUOTE]
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