Skywalker said:
Buzzard, care to specify any examples of when Joshua made these accusations without example?
Joshua made some good points. I also found Psion's position very difficult to understand and more difficult to pin down but with time and discussion I did. Perhaps you should care to do the same with Joshua's posts.
My posts in this thread are replete with concrete examples of where I thought he was inconsistent. I'm certainly not going to go back and look for them again just because you want me to. What was that you said about laziness? That laziness is not going back to reread 11 pages of thread to see all the examples in every one of my posts where I quoted a section of his post and then commented on it, and then he came back and said "No, that's not what I meant at all?" Laziness is saying that unless I do that work for you, you have all the excuse you need to make snarky requests at me? No? That's not what you said? Oh, sorry. My bad.
Not only that, your reasoning is faulty. Majority does not make an argument factual, that is true, but when the argument is specififically about the clarity of the posts, then majority opinion is the only type of evidence that can be used.
buzzard said:Only those who failed to comprehend (all 3 or 4 of you) spoke up.
LostSoul said:
Is this some kind of insult, or am I just way too sensitive right now?
Psion said:
Does anyone else see the same problem here that I do?
You are stating what you want to do in mechanical terms... e.g. arcane spells versus divine spells. That sounds mildly like metagaming to me. If you were to express this in terms of the basic concepts, I see little or no problem with writing up this character as a cleric/sorcerer.
If that didn't satisfy you and you satisfy your DM that you are not trying to be a weasel by sneaking in arcane type spells under the divine banner, I could see the DM invoking the suggestion in the PHB that lets the DM swap abilities... swap armor ability for access to fire spells at 1 level higher than the sorcerer/wizard list.
That said, I do think that the system needs a more rigorous method for tweaking class abilities... as I have said in the past, the one main thing I miss about 2e is Skills & Powers. But even that book was rife with abuse.
Would I jump ship for a classless system and accept all of its foibles to get that? No, I will make the call and be comfortable with that. As with many things, there is a tradeoff to be had here.
But I still maintain totally classless is an empty cup.
Kamikaze Midget said:
I have so far failed to see anything great about a class-less system. I have done a bit of GURPS, but the system seemed rather confusing and counter-intuitive (Never did understand why a powerful magician would have to be able to lift cars with a high STR needed to be able to cast lotsa spells). It failed to impress me, though a lack of classes wasn't what distanced me most.
What's wrong with the Archetypes, especially when they're as flexible as 3e D&D classes?
BiggusGeekus said:Classes systems that really shine are Runequest and Star Wars (the West End Games version that used d6 not the WotC one).
Basically it has to do with a larger degree of customization and a finer gradient of advancement. In Runequest, if you use your sword a lot you advance in sword skill. There isn't the sudden flood of skill, saving throws, hit points, and feats that a D&D fighter might have.
Psion said:I actively dislike truly classless systems. Though I have played many types of systems, I find that I strongly prefer systems with some sort of archtype or package mechanic that helps enforce a little consistency in character concepts.
The chief offender in this realm, IMO, is GURPS. It seems to be the poster boy of classless systems that skill-based fans like to prop up.
I have played GURPS and have yet to be impressed by a game run under it. IME, the "anything goes" methodology tends to produce jack-of-all trades characters with skills scattered everywhere. Of those players who DO have the wherewithal to pick out a concept and build it out of the system end up with characters that surprisingly look like they fit one of the D&D classes (when playing fantasy, natch.) That being the case, I can live without the illogic and scattered concepts of do-it-all characters, so what does that leave? Concepts that are essentially easily captured by classes.
I could see the classless arguments in the 1e days, where there were no feats or skills and little or no means to individualize your characters. These days, skills-only systems seem like an empty cup to me.
Psion said:
The player is the last person I would allow that decision to. My experience is that even a fairly responsible player can make some illogical characters and generous justifications when it comes to making their characters. And I generally trust the judgement of a person with a vested interest in making their product playable over one with a vested interest in making their character competative.
I would rather the GM have the ultimate authority. Now you can really do this either way - rely on the GM to tweak the character until it is in bounds or allow the GM to make exceptions to the rules.
.
Psion said:Okay, I get what you are saying, and as should be obvious, no I don't like that idea. Characters and "career" paths develop core competancies. Changing them willy-nilly from level to level shatters all SOD. Further, it sounds like it would bring a new anal level to character management on the order or Rolemaster, which I will happily live without.
kenjib said:Hmmm, that's a very good point. Do you think that could be mostly alleviated through quality of execution? I think that some careful design considerations could make a tremendous difference - look at the difference between the core 2e and 3e rules as an example.