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Seriously, what's so great about a class-less system?
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<blockquote data-quote="Synicism" data-source="post: 66999" data-attributes="member: 489"><p>The only way to avoid something like that is gamemaster supervision, which is something you require any time you run a game.</p><p></p><p>Even in a stock fantasy D&D game, I still want to watch the players make characters (actually, I prefer to have all the players roll at the same time). That way I can ensure (1) no cheating on die rolls, (2) that everyone makes *character* and not just a list of numbers, and (3) that I wind up with a group that can work together (and not a paladin of Heironeous in a party of half-fiend rogue/assassins or something).</p><p></p><p>So ultimately, I wind up doing the same thing - watching my players. And a lot of times, it takes me extra time with a class based system because I want to regulate some sense of game balance instead of letting people pick willy-nilly off of lists (I am really sick of gold-elf wizard-invokers with Arcane Prodigy and human sorcerers with Arcane Prodigy, Bloodline of Fire, and Greater Spell Focus - Evocation, and so forth). Skill based systems require more player thought, and when I'm sitting around watching character creation, players tend to ask questions, and my answers help make real characters, not maximized number-sheets.</p></blockquote><p></p>
[QUOTE="Synicism, post: 66999, member: 489"] The only way to avoid something like that is gamemaster supervision, which is something you require any time you run a game. Even in a stock fantasy D&D game, I still want to watch the players make characters (actually, I prefer to have all the players roll at the same time). That way I can ensure (1) no cheating on die rolls, (2) that everyone makes *character* and not just a list of numbers, and (3) that I wind up with a group that can work together (and not a paladin of Heironeous in a party of half-fiend rogue/assassins or something). So ultimately, I wind up doing the same thing - watching my players. And a lot of times, it takes me extra time with a class based system because I want to regulate some sense of game balance instead of letting people pick willy-nilly off of lists (I am really sick of gold-elf wizard-invokers with Arcane Prodigy and human sorcerers with Arcane Prodigy, Bloodline of Fire, and Greater Spell Focus - Evocation, and so forth). Skill based systems require more player thought, and when I'm sitting around watching character creation, players tend to ask questions, and my answers help make real characters, not maximized number-sheets. [/QUOTE]
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Seriously, what's so great about a class-less system?
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