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Seriously, what's so great about a class-less system?
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<blockquote data-quote="Skywalker" data-source="post: 61083" data-attributes="member: 1538"><p>This statement is a little strange. I could say I haven't seen a single setting that couldn't be done just as well with a classless system. Whether you use classes or not does not necessarily impact on the quality of the system. </p><p></p><p>This seems to be everyone's overall misunderstanding neither one is superior. What is important is whether they are easy to use, intuitive etc. D&D for example is reasonably easy to use but I find counter-intuitive at times.</p><p> </p><p>Some games lend themselves to class concepts (D&D) and some don't e.g. Unknown Armies and Over the Edge. Both have enormously varied and often down right strange settings and concepts that don't need classes. In fact the creation of your own skills and psychology does an excellent job of grounded the player in the setting. Picking class wouldn't do this.</p></blockquote><p></p>
[QUOTE="Skywalker, post: 61083, member: 1538"] This statement is a little strange. I could say I haven't seen a single setting that couldn't be done just as well with a classless system. Whether you use classes or not does not necessarily impact on the quality of the system. This seems to be everyone's overall misunderstanding neither one is superior. What is important is whether they are easy to use, intuitive etc. D&D for example is reasonably easy to use but I find counter-intuitive at times. Some games lend themselves to class concepts (D&D) and some don't e.g. Unknown Armies and Over the Edge. Both have enormously varied and often down right strange settings and concepts that don't need classes. In fact the creation of your own skills and psychology does an excellent job of grounded the player in the setting. Picking class wouldn't do this. [/QUOTE]
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Seriously, what's so great about a class-less system?
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