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General Tabletop Discussion
*TTRPGs General
"Classless Class" - Classes as starting templates with open-ended development
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<blockquote data-quote="Mercurius" data-source="post: 5763837" data-attributes="member: 59082"><p>Yeah, I thought of that. I believe classic Runequest and Call of Cthulhu take a similar approach in that you can only advance a skill if you use it.</p><p></p><p>I'm mixed on this because your scrawny rogue could be learning more about combat simply by watching, or if a PC never fights within the span of a level they could still be training, practicing their swordsmanship, etc. Not to mention that sometimes skills jump a notch in development when you rest them for a couple days.</p><p></p><p>I like your "bundle" idea. That might be another optional approach. My hope is that if Mike & Monte really follow the "complexity dial" principle in 5E design, these sorts of approaches will be quite easy to institute, even within the same campaign. One PC could advance through "bundling", another through the open-ended development I'm positing, and yet another through traditional class advancement. Of course designing all of this so it is at least relatively balanced and modular is the hard part, but that's why those guys are paid the big bucks!</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5763837, member: 59082"] Yeah, I thought of that. I believe classic Runequest and Call of Cthulhu take a similar approach in that you can only advance a skill if you use it. I'm mixed on this because your scrawny rogue could be learning more about combat simply by watching, or if a PC never fights within the span of a level they could still be training, practicing their swordsmanship, etc. Not to mention that sometimes skills jump a notch in development when you rest them for a couple days. I like your "bundle" idea. That might be another optional approach. My hope is that if Mike & Monte really follow the "complexity dial" principle in 5E design, these sorts of approaches will be quite easy to institute, even within the same campaign. One PC could advance through "bundling", another through the open-ended development I'm positing, and yet another through traditional class advancement. Of course designing all of this so it is at least relatively balanced and modular is the hard part, but that's why those guys are paid the big bucks! [/QUOTE]
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"Classless Class" - Classes as starting templates with open-ended development
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