Psion
Adventurer
cbatt said:Uh... has anyone else on this thread read kenjib's fantastic post?
Since he just repeated a sentiment I stated a few pages ago, I didn't see the point.
cbatt said:Uh... has anyone else on this thread read kenjib's fantastic post?
Psion said:Since he just repeated a sentiment I stated a few pages ago, I didn't see the point.
bret said:I am going to try and dispel some of the things I believe are either myths or not directly related to if a system is class based or not.
Myth: A game system has to be balanced
I don't consider it necessary that a game system be balanced. It is almost always important that the game be fair,
I believe that it is much more important that a game be fair to all the players than that it be balanced.
The points in GURPS are more a measure of how unusual a character is than how powerful it is.
Game balance is heavily dependent on the type of campaign you run.
Myth: I can't balance an encounter without a class system
Myth: A class system is just as flexible as a class less system
Myth: One system is the best in all possible genres.
A number of people have already mentioned how they thought GURPS makes the best system for Science Fiction settings,
LostSoul said:Is it that you like classless systems but prefer to keep them out of the hands of the players? In other words, the DM has the rules to create classes for his game.
That sounds pretty cool.
Psion said:
Since he just repeated a sentiment I stated a few pages ago, I didn't see the point.
Skywalker said:Psion:
Again this has something to do with power level as well (though its moving off topic). In Unknown Armies all PCs are relatively the same power no matter how you try and rig it. A gun will kill you, gibbering monsters make you go insane and your human. There is still plenty of room to move and have interesting PCs but you don't get fantastical powers that are difficult to balance (or if you do they are meant to be unbalancing)![]()
Mortaneus said:So, Psion, basically what you're saying is that the main benefits the class system in D&D give are as follows:
1. Balance among characters
2. Ease of Adventure Design
3. Clearly delineated character design
4. Genre Adherance
It seems classes do a poor job of ensuring balance among characters, and ensuring that characters don't step on each other's toes. In many high level parties, the mage and the cleric are the only ones who wind up doing anything effective. Everyone else's main features can be replicated with spell power.
2. Ease of Adventure Design:
According to D&D, unless you're out sniffing out traps, butchering monsters, and ransacking bastions of evil for loot, you can't learn anything.
3. Clearly delineated character generation: Well, it does do that quite well. If you, as a player, prefer to have your character ideas crammed into predetermined types, which give you a pile of abilities that probably make no sense for your background, and prevent you from aquiring any real degree of proficiency in any skills that deviate from the very stringent norms of your class without hamstringing your character by multiclassing, yes, it works quite well.
If you, as a GM, don't trust your players to make characters that are more than a collection of stats and death dealing, and are so insecure in your abilities as a teller of stories that you must institute iron-clad regulations to prevent the game from getting out of hand, then it's great.
4. Genre Adherance:
kenjib said:Yes, but the different emphasis is important. You are saying that a person should be able to create a custom class for their character.