classes in other games

redwing

First Post
How are the normal classes from D&D d20 viewed in other systems/settings? what abilities do these classes from other settings have that the ones in D&D don't?
 

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GURPS doesn't have classes. It has some customizeable "templates" for various professions, but these are completely optional - they are merely time-saving devices. Characters in GURPS are created by using a point-buy system - higher attributes, racial packages, skills, and special abilities all cost a varying number of points.

Earthdawn has classes, but people who are part of them are following some sort of heroic archetype, and all their class abilities (including their combat skills) are essentially magic.
 

hero uses a point-buy system, and you can emulate just about anything. But sometimes the arithmatic bothers me.... and I tutor math and have a bachelors in the stuff.

besm is a great all-round system for designing and playing just about anything. So long as it at least pseudo fits anime.
 

If you're asking about other d20 games, one of the more notable additions in several is the defense score (see Spycraft, Star Wars d20, & Wheel of Time), a class level dependent addition to Defence (armor class in D&D) to indicate improved ability to avoid attacks based on experience instead of just equipment. Also, may classes in other d20 games receive bonus feats from a smaller list than the fighter. Spycraft is distinctive in having a very rigid formula for assigning bonues (BAB, Def, Saves, etc) and at what level class abilities are received.

Not sure what you're looking for, but while D&D is my players and my own game of choice, many of the other products have better class design and features (not necessarily more powerful, but often more flavorful.) This is usually due to a more specific nature of the game as opposed to D&D's generic nature.

Z
 

Alternity has Professions - initially four, plus the optional Mindwalker and Adept and fan-created Survivor. Each Profession has professional skills (cost 1 skill point less, against a base of 2 to 5 skill points cost) and an initiative modifier. A character's Profession never changes.

It's worth noting that attacks, saving-throw equivalents, psionics and FX abilities are skills. They vary in cost by profession, but anyone can buy them up to their limit by level.

Combat Spec gets a bonus to one weapon skill.
Free Agent gets some advantages in gaining and using Last Resorts (action points).
Tech Op gets a bonus to skill points at each higher level.
Diplomat gets contacts, plus the class skills of one other profession in addition to its own.
 

I think he might be asking about Fighters, Wizards, Clerics, Rogues, etc, in systems that aren't D&D. However, this is rather hard to answer since you can't really make a comparison between different systems... all fighters fight and most wizards wiz, but that's about it. Staying within D20, Star Wars has Soldiers which are pretty much the same as D&D Fighters (good BAB, bad saves, lots of feats, not much else) and Scoundrels which look a lot like Rogues. Don't know much about other D20 games that aren't D&D.
 

Aside from a handful of games (Palladium, d20, HARP/RM) I think most games on the market today do not have classes of any kind.
 


mudpyr8 said:
Aside from a handful of games (Palladium, d20, HARP/RM) I think most games on the market today do not have classes of any kind.

Of any kind is probably stretching it. Most games on the market don't share class/level structures.

But many games limit or restrict character choice according to initial character design choices or archetype, which is a class by another name. oWoD tribes/clans/traditions. L5R classic clans. Etc.

It's not as stark a rift between D&D and other games on the market as you suggest. Only a very few games totally eschew some type of structure, and most of them prominently feature optional "templates" or "archetypes" to garner some of the advantages of classes.
 

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