Skywalker said:
Nor as little as you make it out to be.
And just how "little" do I make it out do be? I do not beleive I have misrepresented the game at any point.
In Cthulhu you learn skills that you use, whether or not they are career related. This is not class related.
But since to use skills successfully, you have to have some levels in the skills, it is, on an order, class related.
You can never take into account abusers of systems.
I beg to differ, on two counts.
First off, I disagree that you cannot compensate. You can and you should. And the system certainly CAN help reinforce logical character design.
Second, I intensely dislike dismissing the problem of illogical character design as being a mere symptom of one's players being part of a nebulous category of people dubbed "system abusers." My experience is that almost any player, when given a budget to work with and confronted with the fact that his character's success may well depend on their characters capabilities in the game, can make some irrational character design choices.
(Though I admit I brought that on myself by mentioning "min/maxers"; I now submit to you that while they are the paramount problem, they aren't the only problem. I did only use that term to refer to someone who would make the referred to CoC character. A more typical player would make less egregious errors by simple over-justification.)
Actually it does. Whether or not they are out of balance is not important. What is important is that the changes generated much discussion. This would not happen if someone wanted to modify the Priest Career Skills in Cthulhu. Again because Cthulhu is designed to be modified in such a way.
Feh. The discussion came up primarily because different people have different ideas of points of balance and what sorcerer and/or bard should be in their respective game. A have seen these types of discussion regarding numerous different games, class based or no regarding the effects of new skills or advantages or alterations thereof; this is NOT significant.
Its not metagaming. Its a complaint that the rules fail to give effect to player concept.
A concept that is stated in meta-game terms (i.e., "with access to arcane spells"). You would never see those terms in a novel, for example. Now if the concept was "a character naturally gifted by his deity to cast fire magic", that's not metagame and sorcerer is a shoo-in. The example only flies in the face of the system because you engineered it to do so by invoking metagame terms specifically because you knew the system wouldn't accomodate it based on the fact that you, as a player vice a character in the mileu, clearly see the arcane versus divine dichotomy. That is a cracked example.
Though I agree that the GM should hold ultimate balancing power I don't agree with your judgment of players. I understand that there are some players out there who see RPGing as a competition rather than roleplaying out interesting concepts.
And again, I don't agree that it takes some special sort of rules rapist to make an illogical character.
Again this is going a little off topic so I'll reserve any further comment. However I will just say that with a classless system the need for tinkering is reduced and that this issue does not even arise.
It's not off topic at all, and is in fact central to the discussion. Easily making self-consistent characters without requiring GM intervention is one of the central strengths of classes/archetypes, and you do ill to ignore that.
Psion you seem to consider that all systems with any form of "class" is a class based system. I think that is a bit simplistic given the spectrum of games out there.
And of course, I beg to differ. People rail against classes failing to recognize the whole time that they are right under their nose. It's a false dichotomy, and by pegging D&D as one of a few class based systems, I think it is YOU who are over-simplifying.