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Seriously, what's so great about a class-less system?
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<blockquote data-quote="Tratyn Runewind" data-source="post: 62148" data-attributes="member: 685"><p>Hello!</p><p></p><p></p><p></p><p>Actually, the Hit Point debate is mostly a seperate subject from the Class/Level debate, though the two are tied together by the fact that hit points are something every D&D class gains with every level, however appropriate that may be to the character. </p><p></p><p>I don't remember explicitly seeing this justification repeated in 3E, but the word on hit points has consistently been that they represented not just sheer physical toughness, but were a nebulous abstract mix of both that and the ability to roll with blows or otherwise avoid damage by skill or luck. Thus the 16-point long sword critical that would be a beheading or quartering for a 1st level Commoner would be just a minor flesh wound for a fully-healed 20th level Barbarian. Whereas in GURPS, Hit Points really are supposed to be just physical toughness, and things like luck and skill at avoiding damage tend to be represented by their own explicit character abilities. </p><p></p><p>To munchkinize a fighter-type in GURPS really takes only two things. One, jack your Dodge score up by any means the DM allows, preferably to a minimum of 15 for a character as cinematic as a mid-level D&D character. And two, take as much Luck as you can to let you re-roll enemy critical hits, surprise attacks, unlucky dice rolls, or anything else that messes up your dodging. The cinematic version of the GURPS "Flesh Wounds" rule is a final insurance policy for such characters, though it is a part of campaign setup rather than character creation, and is a last resort because it costs unspent experience points to use. For those worried about hostile magic, 40-60 points or so of Magic Resistance and/or Strong Will will give you even odds against just about any non-damaging spell out there, no matter what skill level it is cast at, since the advent of the "Rule of 16".</p><p></p><p></p><p></p><p>Yes, for all the talk about Min/Maxers in GURPS, it's a pretty poor Min/Maxer who'd blow 175 character points to pump his ST from its base 10 up to 20 just for spellcasting energy, when the same extra 10 points of energy can be had simply as Extra Fatigue for 30 character points, or even 20 if the GM allows the Spellcasting Only limitation on it (which would also actually prevent complaints about weight-lifter mages from turning into complaints about marathon-runner mages).</p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="Tratyn Runewind, post: 62148, member: 685"] Hello! Actually, the Hit Point debate is mostly a seperate subject from the Class/Level debate, though the two are tied together by the fact that hit points are something every D&D class gains with every level, however appropriate that may be to the character. I don't remember explicitly seeing this justification repeated in 3E, but the word on hit points has consistently been that they represented not just sheer physical toughness, but were a nebulous abstract mix of both that and the ability to roll with blows or otherwise avoid damage by skill or luck. Thus the 16-point long sword critical that would be a beheading or quartering for a 1st level Commoner would be just a minor flesh wound for a fully-healed 20th level Barbarian. Whereas in GURPS, Hit Points really are supposed to be just physical toughness, and things like luck and skill at avoiding damage tend to be represented by their own explicit character abilities. To munchkinize a fighter-type in GURPS really takes only two things. One, jack your Dodge score up by any means the DM allows, preferably to a minimum of 15 for a character as cinematic as a mid-level D&D character. And two, take as much Luck as you can to let you re-roll enemy critical hits, surprise attacks, unlucky dice rolls, or anything else that messes up your dodging. The cinematic version of the GURPS "Flesh Wounds" rule is a final insurance policy for such characters, though it is a part of campaign setup rather than character creation, and is a last resort because it costs unspent experience points to use. For those worried about hostile magic, 40-60 points or so of Magic Resistance and/or Strong Will will give you even odds against just about any non-damaging spell out there, no matter what skill level it is cast at, since the advent of the "Rule of 16". Yes, for all the talk about Min/Maxers in GURPS, it's a pretty poor Min/Maxer who'd blow 175 character points to pump his ST from its base 10 up to 20 just for spellcasting energy, when the same extra 10 points of energy can be had simply as Extra Fatigue for 30 character points, or even 20 if the GM allows the Spellcasting Only limitation on it (which would also actually prevent complaints about weight-lifter mages from turning into complaints about marathon-runner mages). Hope this helps! [/QUOTE]
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Seriously, what's so great about a class-less system?
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