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<blockquote data-quote="argo" data-source="post: 2485672" data-attributes="member: 5752"><p><shrug></p><p></p><p>I really don't think that either system is inherently superior to the other. However I do think that both systems have very different impacts on the game, to the point that a game will feel totally different depending on which you choose.</p><p></p><p>Pros: Classes</p><p></p><p>-Easy to build/advance characters. Not just because most people are familiar with classes from DnD but because you are basically using "off the shelf" pre-packaged sets of abilities.</p><p>-Strongly reinforces archtypes: this is good for giving a campaign a coherent flavor and/or emulating a favorite genre.</p><p>-Strongly reinfroces roles within the group: this is good for a game built on player cooperation and teamwork.</p><p>-Strongly reinforces specialization: this is good for making sure that each player has "a moment to shine".</p><p></p><p> </p><p>Cons: Classes</p><p></p><p>-Can become constraining if you want to build a character who breaks the mold of the established classes. Multi-classing and more "generic" classes alleviate this problem somewhat but only to an extent.</p><p>-Can easily over-emphasize the weaknesses of certain archtypes. "So, why can't my Fighter learn to apply battlefield first-aid?"</p><p>-Just generally offers fewer options than a point-buy character creation system.</p><p></p><p></p><p></p><p>Pros: Point-buy</p><p></p><p>-Offers as many options as the player and GM have creativity. Mix-n-match abilities to build the character you envision.</p><p>-Easy to add new abilities; simply assign an appropriate cost as compared with the existing set of abilities.</p><p>-Theoretically ensures characters will be unique and distinctive.</p><p>-Theoretically offers the GM great potential to invent unusual custom NPC's.</p><p></p><p>Cons: Point-buy</p><p></p><p>-Too many options can stifle creativity: players may be lost without direction or may all end up picking the most potent abilities (and thus be too similar).</p><p>-Generally speaking is more prone to powergamming abuses than a class system (espically if you start messing around with "defects").</p><p>-May be more work for the GM to develop NPC's than in a class system (not always true).</p><p>-Just generally is more complicated than a class system.</p><p></p><p></p><p>One more thing to consider. If you are looking to build your own system there are more class based OGL resources to raid than point-buy based. Off the top of my head the only point-buy OGL systems I can think of are Big Eyes Small Mouth d20 (very good game) and By the Numbers (havent' read it).</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="argo, post: 2485672, member: 5752"] <shrug> I really don't think that either system is inherently superior to the other. However I do think that both systems have very different impacts on the game, to the point that a game will feel totally different depending on which you choose. Pros: Classes -Easy to build/advance characters. Not just because most people are familiar with classes from DnD but because you are basically using "off the shelf" pre-packaged sets of abilities. -Strongly reinforces archtypes: this is good for giving a campaign a coherent flavor and/or emulating a favorite genre. -Strongly reinfroces roles within the group: this is good for a game built on player cooperation and teamwork. -Strongly reinforces specialization: this is good for making sure that each player has "a moment to shine". Cons: Classes -Can become constraining if you want to build a character who breaks the mold of the established classes. Multi-classing and more "generic" classes alleviate this problem somewhat but only to an extent. -Can easily over-emphasize the weaknesses of certain archtypes. "So, why can't my Fighter learn to apply battlefield first-aid?" -Just generally offers fewer options than a point-buy character creation system. Pros: Point-buy -Offers as many options as the player and GM have creativity. Mix-n-match abilities to build the character you envision. -Easy to add new abilities; simply assign an appropriate cost as compared with the existing set of abilities. -Theoretically ensures characters will be unique and distinctive. -Theoretically offers the GM great potential to invent unusual custom NPC's. Cons: Point-buy -Too many options can stifle creativity: players may be lost without direction or may all end up picking the most potent abilities (and thus be too similar). -Generally speaking is more prone to powergamming abuses than a class system (espically if you start messing around with "defects"). -May be more work for the GM to develop NPC's than in a class system (not always true). -Just generally is more complicated than a class system. One more thing to consider. If you are looking to build your own system there are more class based OGL resources to raid than point-buy based. Off the top of my head the only point-buy OGL systems I can think of are Big Eyes Small Mouth d20 (very good game) and By the Numbers (havent' read it). Hope that helps. [/QUOTE]
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