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Do we really need Classes anymore?
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<blockquote data-quote="garrowolf" data-source="post: 5494506" data-attributes="member: 31900"><p>When I was first working on my Nexus D20 system I was thinking in terms of Classes such as in T20 Traveller and Spycraft 2.0. I was mixing it with my idea of having Feats under Skills. I had more and more Classes and they were less and less different from each other. After a while I realized that I could make Classes all day long but there wasn't much point to it because it was just proving that the game system didn't need them in the first place. I was just trying to make use of an old idea that isn't really necessary anymore. </p><p></p><p>Basically I think that level based games are starting to shed their need for classes. They have been together for so long that most people don't see how that could be but we have Mutants and Masterminds and D20 Call of Cthulhu already that don't have classes and they work fine without them. If certain traits (feats, class features, talents, etc) are available in a certain way so you can't get them in stupid ways (ie they require prerequisites of level or each other) then which way you place them in order to create a class is largely not only unnecessarily restrictive on the player but on the whole game system. You are railroading the player down your view of a Fighter or Rogue, etc. Then you give them options to Multiclass and you negate your own railroading and the point of having Classes again. </p><p></p><p>I know that certain settings need Archetypes that are laid out. However if we define them as Archetypes and just say that a particular player is close to or is deviating from a traditional Archetype is all we really need to do. If there is a social consequence to creating a weird character type then let that occur. Maybe require a background explaining how that character learned those strange combination of skills. </p><p></p><p>If you have some Archetypes laid out then the players will have an idea of your setting but most of the time the players are going to either want to create something traditional or not. </p><p></p><p>Why restrict the players or yourself as a GM and more importantly why go through the work of creating the classes in the first place?</p></blockquote><p></p>
[QUOTE="garrowolf, post: 5494506, member: 31900"] When I was first working on my Nexus D20 system I was thinking in terms of Classes such as in T20 Traveller and Spycraft 2.0. I was mixing it with my idea of having Feats under Skills. I had more and more Classes and they were less and less different from each other. After a while I realized that I could make Classes all day long but there wasn't much point to it because it was just proving that the game system didn't need them in the first place. I was just trying to make use of an old idea that isn't really necessary anymore. Basically I think that level based games are starting to shed their need for classes. They have been together for so long that most people don't see how that could be but we have Mutants and Masterminds and D20 Call of Cthulhu already that don't have classes and they work fine without them. If certain traits (feats, class features, talents, etc) are available in a certain way so you can't get them in stupid ways (ie they require prerequisites of level or each other) then which way you place them in order to create a class is largely not only unnecessarily restrictive on the player but on the whole game system. You are railroading the player down your view of a Fighter or Rogue, etc. Then you give them options to Multiclass and you negate your own railroading and the point of having Classes again. I know that certain settings need Archetypes that are laid out. However if we define them as Archetypes and just say that a particular player is close to or is deviating from a traditional Archetype is all we really need to do. If there is a social consequence to creating a weird character type then let that occur. Maybe require a background explaining how that character learned those strange combination of skills. If you have some Archetypes laid out then the players will have an idea of your setting but most of the time the players are going to either want to create something traditional or not. Why restrict the players or yourself as a GM and more importantly why go through the work of creating the classes in the first place? [/QUOTE]
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