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How balanced should a game be?
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<blockquote data-quote="Neonchameleon" data-source="post: 6347927" data-attributes="member: 87792"><p>Why should they?</p><p></p><p></p><p></p><p>Throw out classes and the system dominates. What classes enable is that each class is its own separate subgame within the game's core structure. So you get the flavour of the class rather than the overarching game.</p><p></p><p></p><p></p><p>That's not what I meant. If you're playing GURPS Discworld (as terrible a thematic match as there is - possibly even wrose than MERP) the GURPS swamps the Discworld. Likewise Fate Core is Fate Core.</p><p></p><p></p><p></p><p>I'm saying that if classes <em>don't</em> have a mini-rulebook each then you might as well not have them. The rulebook doesn't have to be <em>big</em> - a side each will do (I've gone for two and explanatory notes). But enabling a mini-rulebook is the entire strength of the class system.</p><p></p><p>Which doesn't mean that you need a class system. Merely that that's what it brings.</p><p></p><p></p><p></p><p>All of them where the class rulebook doesn't explicitly contradict them.</p><p></p><p></p><p></p><p>Start with the core rules. The class rulebooks are designed to overlay the core rules.</p><p></p><p>And yes, writing good classes is a challenge. Churning out PRCs doesn't add much. Think of each class as a separate module.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6347927, member: 87792"] Why should they? Throw out classes and the system dominates. What classes enable is that each class is its own separate subgame within the game's core structure. So you get the flavour of the class rather than the overarching game. That's not what I meant. If you're playing GURPS Discworld (as terrible a thematic match as there is - possibly even wrose than MERP) the GURPS swamps the Discworld. Likewise Fate Core is Fate Core. I'm saying that if classes [I]don't[/I] have a mini-rulebook each then you might as well not have them. The rulebook doesn't have to be [I]big[/I] - a side each will do (I've gone for two and explanatory notes). But enabling a mini-rulebook is the entire strength of the class system. Which doesn't mean that you need a class system. Merely that that's what it brings. All of them where the class rulebook doesn't explicitly contradict them. Start with the core rules. The class rulebooks are designed to overlay the core rules. And yes, writing good classes is a challenge. Churning out PRCs doesn't add much. Think of each class as a separate module. [/QUOTE]
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