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*TTRPGs General
Do we really need Classes anymore?
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<blockquote data-quote="garrowolf" data-source="post: 5495158" data-attributes="member: 31900"><p>Well I was actually talking about separating levels from classes. I think that we just need a class framework for building characters but not actual classes. </p><p></p><p>One of the things that I did was to have everyman skills, as in Hero System, but based on your tech level. You also start with all of your savings throw based skills as well. You have several primary skills you can take and these will define your "Class" for your character. </p><p></p><p>So if you pick fighting skills to be your primary skills then you are effectively a fighter. If you pick Persuasion, Streetwise, and Survival then you are a Rogue. If you pick Academics, Operations, and Tactics then you are a Naval Officer. If you pick Arcane, Sorcery, and Telekinesis then you are a Sorcerer. </p><p></p><p>Each skill has it's own feat list. The feats are just another way of saying class features so I folded it in to the feat list. In a way you are creating a class just for you. </p><p></p><p>So what does a class system do better? The crunch is there in the system and skills. The game engine is where balance has to occur. I can see using a class system to fix a bad game engine but we've been designing games now for over 30 years in the gaming industry. We can do better. </p><p></p><p>The only possible thing I can think of for using a class is where the class is replicating a very linear training situation or a social class that special feats are tied to such as a Royal Guard or Thieves Guild but even then I think that this can be handled just fine in a paragraph description.</p></blockquote><p></p>
[QUOTE="garrowolf, post: 5495158, member: 31900"] Well I was actually talking about separating levels from classes. I think that we just need a class framework for building characters but not actual classes. One of the things that I did was to have everyman skills, as in Hero System, but based on your tech level. You also start with all of your savings throw based skills as well. You have several primary skills you can take and these will define your "Class" for your character. So if you pick fighting skills to be your primary skills then you are effectively a fighter. If you pick Persuasion, Streetwise, and Survival then you are a Rogue. If you pick Academics, Operations, and Tactics then you are a Naval Officer. If you pick Arcane, Sorcery, and Telekinesis then you are a Sorcerer. Each skill has it's own feat list. The feats are just another way of saying class features so I folded it in to the feat list. In a way you are creating a class just for you. So what does a class system do better? The crunch is there in the system and skills. The game engine is where balance has to occur. I can see using a class system to fix a bad game engine but we've been designing games now for over 30 years in the gaming industry. We can do better. The only possible thing I can think of for using a class is where the class is replicating a very linear training situation or a social class that special feats are tied to such as a Royal Guard or Thieves Guild but even then I think that this can be handled just fine in a paragraph description. [/QUOTE]
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Do we really need Classes anymore?
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