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Seriously, what's so great about a class-less system?
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<blockquote data-quote="Henry" data-source="post: 60740" data-attributes="member: 158"><p><strong>Re: DM Innovation</strong></p><p></p><p></p><p></p><p>Absolutely! However, there's realism, which is silly for any RPG game, and then there's verisimilitude.</p><p></p><p>One test that a class based RPG fails, and can only be made to pass through role-playing compliance from all players, is the "power-up" effect. It totally blows the human train of suspension of disbelief if a person never learns anything, then all of a sudden BLAM! UNDERSTANDSEVERYTHINGATONCE! The wizard in the span of three weeks time (or however long you define training time) all of a sudden knows how to cast second level spells, can pilot a ship, gets the knack of extending the length of his spells, gains knowledge in geography and history, AND gains spellcraft knowledge? I can understand two or three related disciplines, but five or six unrelated ones require complicity on the part of players and DM.</p><p></p><p>Again, this is not too big of a mental leap, but some people hate it and want a more rationed response to someone gradually learning how to be a better fighter/ mage/ gunfighter/ healer/ diplomat/ rogue.</p></blockquote><p></p>
[QUOTE="Henry, post: 60740, member: 158"] [b]Re: DM Innovation[/b] Absolutely! However, there's realism, which is silly for any RPG game, and then there's verisimilitude. One test that a class based RPG fails, and can only be made to pass through role-playing compliance from all players, is the "power-up" effect. It totally blows the human train of suspension of disbelief if a person never learns anything, then all of a sudden BLAM! UNDERSTANDSEVERYTHINGATONCE! The wizard in the span of three weeks time (or however long you define training time) all of a sudden knows how to cast second level spells, can pilot a ship, gets the knack of extending the length of his spells, gains knowledge in geography and history, AND gains spellcraft knowledge? I can understand two or three related disciplines, but five or six unrelated ones require complicity on the part of players and DM. Again, this is not too big of a mental leap, but some people hate it and want a more rationed response to someone gradually learning how to be a better fighter/ mage/ gunfighter/ healer/ diplomat/ rogue. [/QUOTE]
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Seriously, what's so great about a class-less system?
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