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Do we really need Classes anymore?
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<blockquote data-quote="pawsplay" data-source="post: 5497850" data-attributes="member: 15538"><p>I just don't agree with that. It's very easy to make a weak character, and not difficult to make a truly flawed one, in a classed system, which is essentially the same as in a classless one. I don't think it's any "easier" to make a weak fighter unskilled in his sword in GURPS than it is in D&D. Sure, you could spend all your points on playing the accordion, but hey, you pretty much get what it says on the tin. Similarly, in a hypothetical classless d20 game, you could take feats that relate to what you want to do, or feats unrelated to what you want to do. </p><p></p><p>The reason to go with classes, or do without them, has very little to do with balance. It has to do with fluency in character creation: do you want to make it easier to customize the character you want, or easier to play a particular archetype? If you try to make a D&D character against type, you aren't in a particularly "easier" situation. Note that you can add more archetypes; these can be a resource in classless games or a rules expansion in classed one. A classed game with lots of classes and a classless game with lots of archetypes result in a very similar ease of realizing a given character.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5497850, member: 15538"] I just don't agree with that. It's very easy to make a weak character, and not difficult to make a truly flawed one, in a classed system, which is essentially the same as in a classless one. I don't think it's any "easier" to make a weak fighter unskilled in his sword in GURPS than it is in D&D. Sure, you could spend all your points on playing the accordion, but hey, you pretty much get what it says on the tin. Similarly, in a hypothetical classless d20 game, you could take feats that relate to what you want to do, or feats unrelated to what you want to do. The reason to go with classes, or do without them, has very little to do with balance. It has to do with fluency in character creation: do you want to make it easier to customize the character you want, or easier to play a particular archetype? If you try to make a D&D character against type, you aren't in a particularly "easier" situation. Note that you can add more archetypes; these can be a resource in classless games or a rules expansion in classed one. A classed game with lots of classes and a classless game with lots of archetypes result in a very similar ease of realizing a given character. [/QUOTE]
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