Seriously, what's so great about a class-less system?

I don't see how the system can be abstracted from the setting: even GURPS has to introduce particular rules for its settings.

GURPS only has to introduce special rules for things that don't exist (psionic, magic, starships, etc.); the core rules handle most things just fine. Creating a 21st-century college student doesn't require special rules.

(I'm not trying to make a point of whether GURPS is good or not, just that flexible rules don't require much amending to add a "class" you haven't seen before.)
 

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Re: Re: Re: amusing

Make an Expert. Anyway, D&D is a heroic fantasy setting and it isn't supposed to model high-level characters that aren't heroes.

If the NPC classes are there for non-heroes (i.e. NPCs), then high-level Aristocrats, Commoners, Experts, etc. are high-level and not heroes. But they have heroic hit points, BAB, and Saves. It doesn't make much sense.
 

Re: Classes are more flexible than many realize...

The example was made of a class-based system being unable to replicate certain things in life...

Actually, the example was of a particular class-based system (D&D) "being unable to replicate certain things in life".

Someone said that a college professor, by the class's system of bundling HP with level (actually not a class problem but a level problem anyway, would have more HP than the school football player...I beg to differ.

Certainly the college professor would have more hit points than his students and his research assistants though, right? In that case, it's clear: high-level Expert vs. lower-level Experts, all else equal.

'Cause while the professor may have levels of Expert, the football player has levels of Barbarian, and probably more Con. It doesn't take much to be a college professor in D&D terms...you could be a 4-5th level Expert and be quite good in your skills...not legendary-good, but better-than-your-average-bob good.

A 5th-level Expert has far more hit points (~15) than a 1st-level Warrior, Fighter, or Barbarian (if we don't give max HPs at 1st level as with PCs). In fact, a 5th-level Expert has as many hit points as a 4th-level Warrior (if they they have the same Con).

If that same professor was a rogue instead of an expert, I'd say for sneak attack he could know enough about anatomy to determine where a strike would do the most damage.

Huh?

For that noble wizard, the thing to realize is that when he renounced the "family business," the character may not have taken as much of an interest in diplomacy and gathering information as he did in the arcane sciences. If he went away to a mage's school or was tutored by some sage, wouldn't his usually emphasised nobility skills fall by the wayside, in favor of magical abilities?

That's all a reasonable explanation for why a Wizard of noble birth might have no aristocratic skills, but what about the player who wants a Wizard with a few background skills?

I do realize this is a bit backwards...it's designing a character to fit a class, somewhat.

Exactly. We can always rationalize a reason why someone might fit a particular class, but we shouldn't have to.

I'm still open to people telling me why class-less is..well..decent. I still don't see an argument that would make me play a classless system, and a bunch that would make me *not* want to play it...

So why exactly wouldn't you play a classless d20? Or a D&D with more flexible classes (a la the Fighter with its Bonus Feat list or the Expert with its choice of class skills)?
 

Actually if you look back, you will see a statement in one of my posts, you will see where I said that I with that they had made a more concrete method of tweaking the classes beyond the feeble "tweak away" statement in the PHB
Oh. Well, never mind then! :) Still, though, to me that's the big problem with a class based system; in order to make that work well except in a very tight milieu (which D&D really isn't) there needs to be more room for customization within the classes.
 

I'm not saying that classes are nessecarily the way to go, just that they're a lot more flexible and open to interpretation than many seem to think. Think of them as packages of abilities, not as strict flavor imposed on you.
That is certainly true of D&D3 vs any other edition of D&D. However, I don't think anyone on this thread falls into the "I don't realize how flexible it is" trap. Most of us appear to have played a variety of systems for a number of years. I, at least, have. I'm not a big fan of classes, and I never will be. I dislike being told what a wizard must be like. Why can't I have a wizard who dabbles in something else without multiclassing? Or a wizard who doesn't have to spend double his skill points to have come from a noble family and know how to ride a horse well? Or how about a ranger that specializes in guerilla tactics (sneak attack ability?) Sure, this can be somewhat replicated by multi-classing, but you also end up with a bunch of baggage that means nothing to your character concept.

If that same professor was a rogue instead of an expert, I'd say for sneak attack he could know enough about anatomy to determine where a strike would do the most damage.
But see, that's really silly. If your professor is a physics professor? He still has to know anatomy, because by golly, the sneak attack mechanic is in there! What if he's a perfect, good old fashioned thief, and literally everything about the rogue class (except the sneak attack, because he's a thief, not a sneak attacker) is what you want? Well, too bad, you have to take sneak attack anyway, instead of having access to an extra feat, or whatever that might make more sense.

You said earlier that you weren't coming into this biased, but I really can't see that you've had an open mind about class-less systems. Really, it seems like your making a specific comparison between GURPS and D&D. GURPS has its own problems, unrelated to being classless. I think the real comparison that is meaningful here is D&D as currently constituted, and D&D as it could be without classes, or with much more flexible classes then it currently has.
 

Certainly the college professor would have more hit points than his students and his research assistants though, right? In that case, it's clear: high-level Expert vs. lower-level Experts, all else equal.

Sure, I could buy that. :) Especially by D&D terms...this college professor would have to have gone through a lot to get to that high level...even if he was, say, a professor of mathematics, he'd have to have gone on quite a few adventures. I could imagine him traveling to all ends of the earth, uncovering ancient tomes of mathematics in Greece and Rome, fighting off the legendary beasts of those lands...he'd have learned to take a blow to get his degree.

Of course, that technicality is really where I could see the appeal of a game system that isn't designed to mimic heroic fantasy. If you want a phenominally skilled Expert, you're going to need to have some adventures. A 1st-level Expert (or even one that once or twice went hunting or got in a mugging and so is 2nd-level) isn't going to have an extremely high skill bonus in Knowledge (mathematics) even with a high Intelligence (I'd say math professors could have a 17 Int, easy. :)) and Skill Focus, though he'd still be above average.

Though you don't need a class-less system to mimic that at all. All you need is a class that doesn't add hit points...and since you're only using it for NPC's, being accepted by the DM shouldn't be much of a problem, since that is what the DM wants. :)

'Cause while the professor may have levels of Expert, the football player has levels of Barbarian, and probably more Con. It doesn't take much to be a college professor in D&D terms...you could be a 4-5th level Expert and be quite good in your skills...not legendary-good, but better-than-your-average-bob good.
A 5th-level Expert has far more hit points (~15) than a 1st-level Warrior, Fighter, or Barbarian (if we don't give max HPs at 1st level as with PCs). In fact, a 5th-level Expert has as many hit points as a 4th-level Warrior (if they they have the same Con).

This might be getting more into a level thing than a class thing, but I wouldn't expect the football player to just have one level of barbarian...heck, I'd expect them to have a few XP under their belt for each game. Not a whole lot, but enough to give them 2nd-3rd level HP's. And, sure, I'd be able to buy the idea that an Expert who goes out and has enough adventures to ake him 5th level (Finding the Lost Tomes of Euclid in some dark dungeon somewhere) has more HP than a dude who has spent his entire life revolving around Football.

That was just an example of how a class can be much more than many people seem to think...

That's all a reasonable explanation for why a Wizard of noble birth might have no aristocratic skills, but what about the player who wants a Wizard with a few background skills?

What DM who expects their characters to develop personalities won't let them trade out, say, Craft for Diplomacy, if the story justifies it? I'm sure they may exist, but I haven't met them, nor do I know anyone who would play under a DM that put that much restraint on what they could do.

On a side note, if he wants a wizard with some diplomacy skills, he wants someone more powerful than your average wizard, and a level of Noble is perfect to represent that background before his wizardly training.

So why exactly wouldn't you play a classless d20? Or a D&D with more flexible classes (a la the Fighter with its Bonus Feat list or the Expert with its choice of class skills)?

Well, the things mentioned here (and that I've seen, albeit breifly) include:

Infinate Quantifiable Options: *EVERY* descision I make about my character imposes some mechanical effect on the game. The effects of, say, having a contact in my past are balanced by giving me more points or having me be particularly fat or something. I can't just tell my DM about it and leave it in their hands, I have to determine exactly what it is and give it a point value. The same thing with being fat. It's not just a descriptive thing, that I can have as a character quirk, it's something that gives me points to spend on something else. I'll have to reference 5 different books just to find the right combination that describes the idea in my head.

Trouble of "Averaging": I can't just pick up and run an adventure for a classless system because there's no base level. I have to custom-design everything. This isn't as much of a problem if I "tweak" core classes a bit...I can think of a cool adventure without having to know the characters in as much detail as the players do...just knowing their pesonalities and their classes is enough.

Lack of Nessecity: I'm still not convinced there's something that a classless system does better than a classed system...variety is possible if you remember to have fun instead of being overly rules-attentive, and realism is possible in the same way. The class systems seems to be far more flexible than I hear people telling me. :)

This is not to say the classed system is neesecarily better. The only thing that can determine that is how much fun you have. But I still want to be convinced that there's a good reason people play a classless system (because flexibility appeals to me, and I like to be as open-minded as possible).

I wouldn't begrudge the creation of a "more flexible" system. But I probably won't like it. I like having a core, and then being able to deviate from that core. Having an archetype and then being able to tweak it pretty much as much as I want is a lot better, to me, than to have to build that archetype from the ground up.

And I think the Core Rulebook IV is a GREAT idea, and would gladly shell out $30 for something with such unlimited use. :)

Edit: And I'm not making a comparison between GURPS and D&D. I don't know GURPS well enough. It just seems like people frequently attack the class-based system for being too limiting and offer the class-less system as an alternative...whereas I don't really see why it's any more open than a class-based system, nessecarily. And I'd like to, I really would. But it can't just be freedom of chioce, because that can be offered with a class-based system, especially with some sort of fomula for class construction...the only place I see the class-based system stick at all is if, for some reason, your DM likes to impose what your character can be on you...and I can't see a DM doing that. Maybe I'm being too limited in my vision of possible DM dictatorship, though. :)
 
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BenBrown said:
Judging the merits of classless systems in general by GURPS isn't something I'd recommend. GURPS has its quirks, some of which (spellcasters needing a high strength) are as goofy as anything any system ever came up with.

Since I have seen this example twice. I'd like to clarify. Gurps opted a rule where spellcasters could "buy" thier spell casting fatigue seperate from their physical strength. Sort of like creating a marthon runner who would never be a weightlifter. The other reason I mention this rule is becasue it was presented more than 10 years ago.

Just a friendly reminder that all things on the Interenet should be taken with a grain of salt, not as gospel.
 

I keep seeing a bunch of things pop up in this discussion. The first is the noble wizard, who wants diplomacy and sence motive and a bunch of other socail skills as class skills. The reason they don't have this is game balance. In my opinion, these are some of the best skills in the game. The only things that as good as the social skills in utility are the sneaking skills( hide and move silently), the perception skills( listen, spot), and tumble. Diplomacy and sense motive will get you around so many situations its not even funny. They are much better than skills like knowledge( arcana) and jump.

If you wanted these skills for your wizard in my game, I would tell you to take the cosmopolitan feat, or multiclass with aristocrat, rogue, bard, or expert. Yes, this is a high price to pay for these very valuable skills, but its probably worth it. A balanced non-class system that still used these skills the same way as DnD would probably require that your mage make equivalent trade offs to get these skills.

Another thing people complain about is that everyone, even wizards or experts, gets more BAB, HP, and base saves. Well, for a system like DnD, it has to be this way. Extreme vertical scaling of abilities is probably the most basic design assumption of DnD. I don't really like it, but its there. When a 10th level monster can your wizard for 10 times as much as a 1st level monster, he has to have more hitpoints to comphensate for this fact. Same with BAB and saves. This is the same reason that you can't start a completely new character when your character dies. A 1st level character just can't cut it in a 10th level group, because that is the way it was designed. To have an appropriate level of playability, characters must get better at everything. If the current DnD were skill based, it would become very unbalanced. Fighters would spend all their points on BAB, and ignore things like their Will saves. Wizards wouldn't spend any points on BAB. The result would be a party full of much more extreme specialists than DnD already has.

Personally, I think it would have been really cool if DnD had been designed to scale horizontally like Gurps or the White Wolf games. If your character couldn't become immune to arrow shots and other mortal wounds as you leveled up. I think a complete redesign of the game along skill based lines could probably be done and retain the DnD feel. For me, DnD isn't about levels, its about a world populated with the DnD archetypes, and full of elves, dwarves, gnomes, and halflings. It might also be about Magic Missile, but mechanically, that would be a very different one than the one we play now.
 

Kamikaze Midget said:



Edit: And I'm not making a comparison between GURPS and D&D. I don't know GURPS well enough. It just seems like people frequently attack the class-based system for being too limiting and offer the class-less system as an alternative...whereas I don't really see why it's any more open than a class-based system, nessecarily. And I'd like to, I really would. But it can't just be freedom of chioce, because that can be offered with a class-based system, especially with some sort of fomula for class construction...the only place I see the class-based system stick at all is if, for some reason, your DM likes to impose what your character can be on you...and I can't see a DM doing that. Maybe I'm being too limited in my vision of possible DM dictatorship, though. :)

Look, the only way to decide whether you like a structured class-based/level-based system like 3E vs. a system that does not use either classes or levels it to play in them. As both a player and storyteller, I have found that systems like Hero, Gurps, and Shadowrun offer more FLEXIBILITY than 3E.

Shadowrun, for example, has no classes or levels. It does have archetypes that allow a player to create a character very quickly, either by taking the archetype (think 3e starting package) or adjusting it to match your character concept.

The advantage of class/level systems are primarily that of ease. A 3e party is easy to pigeon hole and easy to create pre-packaged adventures to fit. Classes give everyone a defined role and help foster cooperation. Even with 3E, I write all of my own adventures. However, I find preparing for a game session to be as much or more work than with a classless/leveless system -- especially when the player get above 12th level. So, the easy of use that 3E is supposed to generate I don't see. Additionally, I prefer to playand run at the 5th to 9th level power range. Other systems model this range of play much better IMO.

My personal tastes go toward systems that don't use levels for sure. I don't care much for classes either. I do like the archetype concept because it provides a starting point for character creation. I would definitely agree with most other posters that the Fighter Class is the most flexible. Really a single class that used this template would be much easier. You just have to balance feats.

The cool thing about a system like Hero is that you can create your own spells and powers. Sovereign Stone has added that feature to d20.

However your last point, the one that I quoted, I disagree with. 3E creates more of a GM dictatorship than any other system I have played under. "Game balance" is such a holy grail with 3E, I think it often gets in the way with what is fun.

I primarily run 3E and play 3E because it is currently easier to find gaming companions right now. However, if I could find the right group of players that I both enjoyed their company and they liked pretty much any other system, I would be there in a minute.
 

A pretty interesting debate really. For my money class based systems are great for a game in a set genre with strong archtypes. And fantasy has that.

For me at least the flexibility of DnD doesn't match up with a game like Hero System. I can mix and match classes by multiclassing to get certain effects and even then it doesn't always work for some concepts.

With Hero System at least it's very flexible. You can create almost any concept. But it's definitely some work for the GM to keep things balanced. More so in the Super Hero side than in human level games.

What I liked about running Hero system is that you can do any genre. I've run Sci Fi, Anime, Wuxia, Super Heros, MercHeros, X-Fileish horror and a game based on the novels from horror novels Laurell K Hamilton. d20 just can't handle that all in one book.
 

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