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Do we really need Classes anymore?
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<blockquote data-quote="pawsplay" data-source="post: 5495287" data-attributes="member: 15538"><p>In the extreme form of your argument, a balanced game is one in which any characters can play in any adventure, without knowing who the PCs are or their precise capabilities. I'm not sure I would call that a strength; you would basically be saying PCs are interchangeable. </p><p></p><p>In the less extreme version, GURPS is as good as D&D at matching adventurers to adventures. If you plays GURPS Fantasy, you still have the knight, the scoundrel, the noble, the magician, and so forth. The players and GM should both have a clear picture of what they intend to play, of course. After all, you wouldn't want to try to run a Dark Sun game in D&D and have the players show up with a warforged paladin, an Evermeet wizard, and a Solamnic knight. Provided you can summarize the game, along the lines of, "We're playing a police procedural set in Transhuman Space" or "this will be a Dark Sun inspired swords-and-sorcery campaign," you should not have any problems with PC capabilities matching adventures. In fact, if you have certain assumptions in play, like there being a healer or a lockpicker, it's much easier in GURPS to get someone to pick that up as a secondary speciality than it is to modify a D&D party on the fly. And if at the end of the day, someone wants to play a cowardly thief with minimal combat skills, they can. Some would consider it a feature and not a bug that a certain mix of PCs would rather flee from the royal guard than slaughter them. </p><p></p><p>I've seen some unusual PCs in GURPS, but I've never seen a "useless" one.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5495287, member: 15538"] In the extreme form of your argument, a balanced game is one in which any characters can play in any adventure, without knowing who the PCs are or their precise capabilities. I'm not sure I would call that a strength; you would basically be saying PCs are interchangeable. In the less extreme version, GURPS is as good as D&D at matching adventurers to adventures. If you plays GURPS Fantasy, you still have the knight, the scoundrel, the noble, the magician, and so forth. The players and GM should both have a clear picture of what they intend to play, of course. After all, you wouldn't want to try to run a Dark Sun game in D&D and have the players show up with a warforged paladin, an Evermeet wizard, and a Solamnic knight. Provided you can summarize the game, along the lines of, "We're playing a police procedural set in Transhuman Space" or "this will be a Dark Sun inspired swords-and-sorcery campaign," you should not have any problems with PC capabilities matching adventures. In fact, if you have certain assumptions in play, like there being a healer or a lockpicker, it's much easier in GURPS to get someone to pick that up as a secondary speciality than it is to modify a D&D party on the fly. And if at the end of the day, someone wants to play a cowardly thief with minimal combat skills, they can. Some would consider it a feature and not a bug that a certain mix of PCs would rather flee from the royal guard than slaughter them. I've seen some unusual PCs in GURPS, but I've never seen a "useless" one. [/QUOTE]
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