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Community
General Tabletop Discussion
*TTRPGs General
Should the whole idea of class skills be done away with?
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<blockquote data-quote="jmucchiello" data-source="post: 1112739" data-attributes="member: 813"><p>Sorry for the hijacking....</p><p></p><p>Most defenses of class based RPGs state that class systems provide newbies with a simple mechanic to hook their character on. If you want to be a knight in armor, you look at the fighter and the paladin and pick one, the other or a combination of both. If you want to be a mage, you look at sorcerer or wizard and choose one. And if you don't know what you want to be, you still only have 11 choices to choose among.</p><p></p><p>Skill based systems aren't as simple. You have to know exactly what kind of knight you want to be down to whatever detail level is provided by the game system. If you don't know what you want to be, you have infinite choices to choose among.</p><p></p><p>Creating an "experienced" class-based character from scratch can be very simple. In the first few moments, you have a pretty good idea what the final character looks like. Creating "experienced" skill-based characters from scratch requires more time, generally.</p><p></p><p>If you want to describe your character to another player quickly in a class-based RPG, you spit out your race, class and level and perhaps a signature weapon or magic item. Done. The other player has about 90% of what your character is at his finger tips. Getting another player about 90% of what your skill-based character is like requires that you list your skills, a longer process.</p><p></p><p>In any case, it's the newbie factor that makes class-based games "better". Limiting a newbie's choices makes it easier for them to grasp what is going on quickly without overwhelming them with system details. That is the most likely reason class-based systems have lasted so long.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 1112739, member: 813"] Sorry for the hijacking.... Most defenses of class based RPGs state that class systems provide newbies with a simple mechanic to hook their character on. If you want to be a knight in armor, you look at the fighter and the paladin and pick one, the other or a combination of both. If you want to be a mage, you look at sorcerer or wizard and choose one. And if you don't know what you want to be, you still only have 11 choices to choose among. Skill based systems aren't as simple. You have to know exactly what kind of knight you want to be down to whatever detail level is provided by the game system. If you don't know what you want to be, you have infinite choices to choose among. Creating an "experienced" class-based character from scratch can be very simple. In the first few moments, you have a pretty good idea what the final character looks like. Creating "experienced" skill-based characters from scratch requires more time, generally. If you want to describe your character to another player quickly in a class-based RPG, you spit out your race, class and level and perhaps a signature weapon or magic item. Done. The other player has about 90% of what your character is at his finger tips. Getting another player about 90% of what your skill-based character is like requires that you list your skills, a longer process. In any case, it's the newbie factor that makes class-based games "better". Limiting a newbie's choices makes it easier for them to grasp what is going on quickly without overwhelming them with system details. That is the most likely reason class-based systems have lasted so long. [/QUOTE]
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Should the whole idea of class skills be done away with?
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