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how many classes is too many?
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<blockquote data-quote="Dethklok" data-source="post: 6166887" data-attributes="member: 6746469"><p>Ah yes; the sages know that this is the way of heaven. One class is too many for a good roleplaying game.</p><p></p><p></p><p>They are badly designed. In a game where attributes play a strong role, it is impossible to design a jack of all trades that can compete with any specialized character on the specialized character's ground.</p><p></p><p>(Arguments to the effect that "GURPS is a well designed game" are undermined by this point. GURPS has only four attributes - and functionally, only two, DX and IQ. Such an environment discourages specialization.)</p><p></p><p>As a final aside, it might be possible to design a game with weak (or no) attributes that still rewarded specialization by having skill improvement slow down with <em>global</em> rather than <em>local</em> ability. What I mean by this is, instead of having skill improvement in skill X slow down the more levels you have in X, have all skill improvement across all skills slow down the more total skill levels you have. Under such a system, Level 1 could be put towards any skill; level 2 towards any skill, and so on. But as each level gets harder to reach, spending your 20th skill level to achieve level 1 in Stealth isn't very appealing when you could put it into one of your higher-level skills.</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6166887, member: 6746469"] Ah yes; the sages know that this is the way of heaven. One class is too many for a good roleplaying game. They are badly designed. In a game where attributes play a strong role, it is impossible to design a jack of all trades that can compete with any specialized character on the specialized character's ground. (Arguments to the effect that "GURPS is a well designed game" are undermined by this point. GURPS has only four attributes - and functionally, only two, DX and IQ. Such an environment discourages specialization.) As a final aside, it might be possible to design a game with weak (or no) attributes that still rewarded specialization by having skill improvement slow down with [I]global[/I] rather than [I]local[/I] ability. What I mean by this is, instead of having skill improvement in skill X slow down the more levels you have in X, have all skill improvement across all skills slow down the more total skill levels you have. Under such a system, Level 1 could be put towards any skill; level 2 towards any skill, and so on. But as each level gets harder to reach, spending your 20th skill level to achieve level 1 in Stealth isn't very appealing when you could put it into one of your higher-level skills. [/QUOTE]
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