Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Seriously, what's so great about a class-less system?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Desdichado" data-source="post: 62890" data-attributes="member: 2205"><p></p><p>Well, that's pretty common sense. Prestige classes only are useful if you want to play the concept that the designer came up with. And I still don't understand why you have a problem with ideas existing in a vacuum, or being used "right." That seems to contradict another point you make in your argument later on (see below).</p><p></p><p>I disagreed with what I <em>thought</em> you meant, even though it wasn't very clear that that is indeed what you meant. I believe I said as much in my own post, although you might have snipped that part in your reply.</p><p></p><p>Yes, of course they do. Prestige classes give you <em>one</em> way of utilizing a new ability -- by multiclassing into the prestige class. And here's the apparent inconsistency in your argument as I understand it. You don't want abilities seperated from prestige classes because you are worried that they will be too easily abused and the balance of the game will be upset. Yet you advocate just changing prestige classes to fit your concept and pooh-pooh those who say that they're reluctant to really dive into the rules and change them because of balance issues. And then in the third paragraph quoted above you seem to be saying that taking abilities out of published prestige classes and writing your own take on it is no more different then taking elements out of a published module and adding it to your own adventure. I certainly don't agree with <em>that</em>, a class-less D&D needs to have guidelines on how to implement class abilities; what prereqs will make it balanced etc. If you are concerned about balance, then you really shouldn't mess with the prestige classes much at all, because you run the very real risk of jeopardizing the balance. If you're not, and you think the classes should be easily tinkered with, then I don't understand what your problem with class-less D&D is, as that is the next logical step from that situation.</p><p></p><p>Invoking the ability to tinker with and write your own classes isn't really fair to the argument; of course I can always do that. The point is, I would like a system that allowed me to do so without having to figure all of that out on my own; I would like a system that encouraged me to tinker rather than spelling out how everything should be done. Granted, part of the reason I want this isn't that the game itself doesn't allow you to tinker, but that the player base in general doesn't take too kindly to it. Therefore, if there were rules published in a future supplement that allowed this type of customization and gave solid guidelines on how to do it "properly" I'd be happy, and I'd have a good chance of getting my players, or my DM (depending on what the case may be) to adopt the changes.</p><p></p><p>Ah, you didn't snip it after all, there it is right there. As I said, I disagreed with what I <em>thought</em> you were saying, even if I wan't sure that was what you <em>were</em> saying. Now, that I understand you, I agree, the prestige classes have value. I never said they didn't. However, the same abilities could be presented in a way -- given a class-less system -- that they had even more value. Or rather, that they didn't have a ton of inherent waste in concepts married to the concept I like, making the prestige class need to be totally revamped for someone who likes the idea but not the implementation. Classes have a bad ratio of fat to value unless you want to play the <em>exact</em> concept the designer was thinking of.</p><p></p><p>Alright, that's been your experience. I've never played a point-based game that produced <em>any</em> combinations that are more illogical than those which are presented in the PHB in the form of classes. If that has been your experience, I can see much of your reluctance to a class-less variant of D&D. However, my experience is that the classes are just as illogical in their skill-bundling, unless you play the <em>exact</em> concept the class was designed for without any variation whatsoever in concept. I also submit that "illogical" is very subjective. My own list of skills, feats and whatever, if I were a character, would probably be very illogical. That doesn't make me a badly designed character.</p><p></p><p><strong>EDIT:</strong> I may be a badly designed character, but not because my set of skills is "illogical." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Desdichado, post: 62890, member: 2205"] [i][/i] Well, that's pretty common sense. Prestige classes only are useful if you want to play the concept that the designer came up with. And I still don't understand why you have a problem with ideas existing in a vacuum, or being used "right." That seems to contradict another point you make in your argument later on (see below). [i][/i] I disagreed with what I [i]thought[/i] you meant, even though it wasn't very clear that that is indeed what you meant. I believe I said as much in my own post, although you might have snipped that part in your reply. [i][/i] Yes, of course they do. Prestige classes give you [i]one[/i] way of utilizing a new ability -- by multiclassing into the prestige class. And here's the apparent inconsistency in your argument as I understand it. You don't want abilities seperated from prestige classes because you are worried that they will be too easily abused and the balance of the game will be upset. Yet you advocate just changing prestige classes to fit your concept and pooh-pooh those who say that they're reluctant to really dive into the rules and change them because of balance issues. And then in the third paragraph quoted above you seem to be saying that taking abilities out of published prestige classes and writing your own take on it is no more different then taking elements out of a published module and adding it to your own adventure. I certainly don't agree with [i]that[/i], a class-less D&D needs to have guidelines on how to implement class abilities; what prereqs will make it balanced etc. If you are concerned about balance, then you really shouldn't mess with the prestige classes much at all, because you run the very real risk of jeopardizing the balance. If you're not, and you think the classes should be easily tinkered with, then I don't understand what your problem with class-less D&D is, as that is the next logical step from that situation. [i][/i] Invoking the ability to tinker with and write your own classes isn't really fair to the argument; of course I can always do that. The point is, I would like a system that allowed me to do so without having to figure all of that out on my own; I would like a system that encouraged me to tinker rather than spelling out how everything should be done. Granted, part of the reason I want this isn't that the game itself doesn't allow you to tinker, but that the player base in general doesn't take too kindly to it. Therefore, if there were rules published in a future supplement that allowed this type of customization and gave solid guidelines on how to do it "properly" I'd be happy, and I'd have a good chance of getting my players, or my DM (depending on what the case may be) to adopt the changes. [i][/i] Ah, you didn't snip it after all, there it is right there. As I said, I disagreed with what I [i]thought[/i] you were saying, even if I wan't sure that was what you [i]were[/i] saying. Now, that I understand you, I agree, the prestige classes have value. I never said they didn't. However, the same abilities could be presented in a way -- given a class-less system -- that they had even more value. Or rather, that they didn't have a ton of inherent waste in concepts married to the concept I like, making the prestige class need to be totally revamped for someone who likes the idea but not the implementation. Classes have a bad ratio of fat to value unless you want to play the [i]exact[/i] concept the designer was thinking of. [i][/i] Alright, that's been your experience. I've never played a point-based game that produced [i]any[/i] combinations that are more illogical than those which are presented in the PHB in the form of classes. If that has been your experience, I can see much of your reluctance to a class-less variant of D&D. However, my experience is that the classes are just as illogical in their skill-bundling, unless you play the [i]exact[/i] concept the class was designed for without any variation whatsoever in concept. I also submit that "illogical" is very subjective. My own list of skills, feats and whatever, if I were a character, would probably be very illogical. That doesn't make me a badly designed character. [b]EDIT:[/b] I may be a badly designed character, but not because my set of skills is "illogical." :D [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Seriously, what's so great about a class-less system?
Top