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<blockquote data-quote="pawsplay" data-source="post: 3372202" data-attributes="member: 15538"><p>I think that's intentional. Like in LOTR where Gimli and Legolas boast about the number of orcs they are killing.</p><p></p><p></p><p></p><p></p><p>That's actually a flaw of all systems that allow players to advance their own characters, including GURPS, Hero, Vampire, etc.</p><p></p><p> </p><p></p><p>As opposed to GURPS, where anyone has the potential to be a jungle expert, regardless of their initial orientation and interests.</p><p></p><p></p><p></p><p>Under the current rules, they can wear leather armor with no penalties, and still cast with a 90% success rate. I find armor restrictions a little odd sometimes, but I think you are overstating the case.</p><p></p><p></p><p></p><p>Classes provide structure. Every freeform or point based system that has succeeded has always eventually offered "templates," "packages," "pregens," and the like. I.e. classes.</p><p></p><p></p><p></p><p>I prefer flat probability. It is easier to design around. Curves produce even stranger results, like the famous GURPS parry which starts off useless, rapidly gains ground, then plateaus.</p><p></p><p></p><p></p><p>All games that have numbers have break points.</p><p></p><p></p><p></p><p>Kind of like "physics" or "theology."</p><p></p><p></p><p></p><p>Because magic can do anything, but magicians can not.</p><p></p><p></p><p></p><p>That's a nice idea... for games that are not D&D. D&D has Vancian type spells. I've intentionally created magic systems of my own that work similarly, or even more arbitrarily. The model you are talking about makes magic more like a psychic power or superpower, which is appropriate for some types of fantasy, especially genre fantasy of the 80s and 90s, but not Conan, Dying Earth, Russian fairy tales, Arabian Nights, etc.</p><p></p><p></p><p></p><p>Perhaps if you changed it, it would not be as simple. What do you want out of your game?</p><p></p><p></p><p></p><p>They've already demonstrated a willingness to embrace multiclassing, and to write a Star Wars game so bad it had to be immediately replaced. Also, they've permanently tainted halflings with kenderness.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 3372202, member: 15538"] I think that's intentional. Like in LOTR where Gimli and Legolas boast about the number of orcs they are killing. That's actually a flaw of all systems that allow players to advance their own characters, including GURPS, Hero, Vampire, etc. As opposed to GURPS, where anyone has the potential to be a jungle expert, regardless of their initial orientation and interests. Under the current rules, they can wear leather armor with no penalties, and still cast with a 90% success rate. I find armor restrictions a little odd sometimes, but I think you are overstating the case. Classes provide structure. Every freeform or point based system that has succeeded has always eventually offered "templates," "packages," "pregens," and the like. I.e. classes. I prefer flat probability. It is easier to design around. Curves produce even stranger results, like the famous GURPS parry which starts off useless, rapidly gains ground, then plateaus. All games that have numbers have break points. Kind of like "physics" or "theology." Because magic can do anything, but magicians can not. That's a nice idea... for games that are not D&D. D&D has Vancian type spells. I've intentionally created magic systems of my own that work similarly, or even more arbitrarily. The model you are talking about makes magic more like a psychic power or superpower, which is appropriate for some types of fantasy, especially genre fantasy of the 80s and 90s, but not Conan, Dying Earth, Russian fairy tales, Arabian Nights, etc. Perhaps if you changed it, it would not be as simple. What do you want out of your game? They've already demonstrated a willingness to embrace multiclassing, and to write a Star Wars game so bad it had to be immediately replaced. Also, they've permanently tainted halflings with kenderness. [/QUOTE]
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