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<blockquote data-quote="Psion" data-source="post: 2485097" data-attributes="member: 172"><p>I feel the need to expand on classes, as I sort of got off onto a tangent of what I consider "tolerable point buy."</p><p></p><p>To me, classes are not in a least bit a sacred cow, because they serve one or more useful functions:</p><ul> <li data-xf-list-type="ul">They serve as functional archetypes. A strong game has a strong default adventuring model, and part of making such a game churn is strong functional archetypes. It ensures that the core adventuring model is sound by producing an expectation of character types.</li> <li data-xf-list-type="ul">A close cousin to the above, you have niche protection. A central measure of balance is how much a player can contribute to the game. Being overshadowed or having an area that is coopted by other players can be a bona fide balance issue. By making experts in given area, you ensure that in a well distributed party, there is an activity that will be a certain PCs forte</li> <li data-xf-list-type="ul">Logical grouping of capabilities. A wizard should have some knowledge arcane, a fighter should have a little durability. Classes help ensure that the capabilities you select sort of make sense with one another.</li> <li data-xf-list-type="ul">Abstract description. When a GM has an npc or pc that is a 5th level fighter, you may have a fair idea of the capabilities such a character possesses. This makes it easier to design encounters and adventures.</li> <li data-xf-list-type="ul">Embedded concept, ready to roll. Sometimes its a pain in the tucus to peice together all of the parts of a character concept. With classes, most of the capabilities are already there; you just add your own spin by picking things like feats and skills. Makes for quicker play, and some concept rich classes (like many prestige classes) can provide you with inspiration as the beginning point of a PC or villain.</li> </ul><p></p><p>I feel that classes don't work well for some genres (mainly supers), but think it is far from any sort of a dispensible "sacred cow." They serve many useful functions.</p></blockquote><p></p>
[QUOTE="Psion, post: 2485097, member: 172"] I feel the need to expand on classes, as I sort of got off onto a tangent of what I consider "tolerable point buy." To me, classes are not in a least bit a sacred cow, because they serve one or more useful functions: [list] [*]They serve as functional archetypes. A strong game has a strong default adventuring model, and part of making such a game churn is strong functional archetypes. It ensures that the core adventuring model is sound by producing an expectation of character types. [*]A close cousin to the above, you have niche protection. A central measure of balance is how much a player can contribute to the game. Being overshadowed or having an area that is coopted by other players can be a bona fide balance issue. By making experts in given area, you ensure that in a well distributed party, there is an activity that will be a certain PCs forte [*]Logical grouping of capabilities. A wizard should have some knowledge arcane, a fighter should have a little durability. Classes help ensure that the capabilities you select sort of make sense with one another. [*]Abstract description. When a GM has an npc or pc that is a 5th level fighter, you may have a fair idea of the capabilities such a character possesses. This makes it easier to design encounters and adventures. [*]Embedded concept, ready to roll. Sometimes its a pain in the tucus to peice together all of the parts of a character concept. With classes, most of the capabilities are already there; you just add your own spin by picking things like feats and skills. Makes for quicker play, and some concept rich classes (like many prestige classes) can provide you with inspiration as the beginning point of a PC or villain. [/list] I feel that classes don't work well for some genres (mainly supers), but think it is far from any sort of a dispensible "sacred cow." They serve many useful functions. [/QUOTE]
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