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General Tabletop Discussion
*TTRPGs General
Should the whole idea of class skills be done away with?
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<blockquote data-quote="billd91" data-source="post: 1112434" data-attributes="member: 3400"><p>If the class-based system of D&D is such a sore point for you, then <strong>why aren't</strong> you off playing GURPS instead? Why do you stick with something that graps your fanny so much?</p><p></p><p>I <strong>like</strong> the class-based aspect of D&D. I think it fits a medieval setting far better than a skill-based system would. Skill-based systems are good for modern, superhero, and futuristic role playing settings because, with the spread of education and technology, it's fairly easy to pick up some training in highly unrelated areas of knowledge and endeavor. Contrast that with a medieval-style setting where characters learn things through apprenticeships and guild-enforced monopolies, where education isn't so easy to come by just by ponying up a tuition fee, where opportunites are far more restricted because of social classes and statuses.</p><p>If you make it just a skill-based system, you get modern society with some wizards and elves thrown in. That's not much of an interesting departure for a day of escapist role-playing, if you ask me.</p><p>This is why I'm largely in favor of having the class skill system in 3.x. If you want a tumbling wizard, then suck it up and pay for the skill the hard way... the way a wizard might reasonably be forced to pick up a skill considering that his master probably wouldn't be able to teach it to him, nobody in his guild gives a flying fig about that skill and would be willing to teach him, and isn't part of his core competency.</p></blockquote><p></p>
[QUOTE="billd91, post: 1112434, member: 3400"] If the class-based system of D&D is such a sore point for you, then [B]why aren't[/B] you off playing GURPS instead? Why do you stick with something that graps your fanny so much? I [B]like[/B] the class-based aspect of D&D. I think it fits a medieval setting far better than a skill-based system would. Skill-based systems are good for modern, superhero, and futuristic role playing settings because, with the spread of education and technology, it's fairly easy to pick up some training in highly unrelated areas of knowledge and endeavor. Contrast that with a medieval-style setting where characters learn things through apprenticeships and guild-enforced monopolies, where education isn't so easy to come by just by ponying up a tuition fee, where opportunites are far more restricted because of social classes and statuses. If you make it just a skill-based system, you get modern society with some wizards and elves thrown in. That's not much of an interesting departure for a day of escapist role-playing, if you ask me. This is why I'm largely in favor of having the class skill system in 3.x. If you want a tumbling wizard, then suck it up and pay for the skill the hard way... the way a wizard might reasonably be forced to pick up a skill considering that his master probably wouldn't be able to teach it to him, nobody in his guild gives a flying fig about that skill and would be willing to teach him, and isn't part of his core competency. [/QUOTE]
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Should the whole idea of class skills be done away with?
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