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<blockquote data-quote="Bill Reich" data-source="post: 7162769" data-attributes="member: 6892958"><p>One of the important reasons, other than the ones that have been given already in the thread, for classes is that so player-characters would have to team up into a party. It was felt that a character with a wide variety of skills might not need the aid of others. It also gives you a shorthand, so that a player will know, in general, what skill bundle his or her character will have. This also meant that the other players in the game would know what ones character would contribute to the team. None of this is useless or wrong. It also isn't the only way to do things.</p><p></p><p>I have reached a compromise of sorts. A character can take a major career, what we call a "profession," which takes most of his or her training from some time in adolescence or earlier, and leaves limited room for other skill sets. The adventuring professions in my campaigns are Mage, Initiate, Elite Warrior and Master or Mistress of (an environment) There are also non-adventuring professions that would rarely fall to a player-character but that the character might deal with. Mages are intensely involved with magic, Initiates with worship, Elite Warriors with fighting, knights in a European setting, samurai in feudal Japan, the Kshatriya of India and whatever the Game Master has in the setting, and a Master or Mistress of an environment would be a ranger of the forests or deserts or a delver of the depths or perhaps a denizen of the mean streets of a city.</p><p></p><p>Other people would have more flexibility. Half-mages get less learning and less power and are sometimes treated badly by true mages and they often have access to only one or two types of spells, but they can combine their magic skills with something else, hedge-priests typically get their Powers at even-numbered or odd-numbered levels but can take another skill set also. Fighters served in the army or the militia or were or are bandits. They start out a few steps behind Elite Warriors but can have another set of skills. An Inhabitant of an environment has concentrated less on those skills than a Master or Mistress but can add a different skill set. </p><p></p><p>Also, what is usually a non-adventuring skill-set can be added to an adventuring skill set, in order for the character to make a living, to provide "color" to the character or for other reasons. </p><p></p><p>Elves, being long-lived (and rare) can take two full professions. Dwarfs can take one full profession and one of the lesser careers. </p><p></p><p>-- </p><p><a href="https://sites.google.com/site/grreference/home/05-the-black-mountain/at-the-high-point-inn" target="_blank">https://sites.google.com/site/grreference/home/05-the-black-mountain/at-the-high-point-inn</a></p></blockquote><p></p>
[QUOTE="Bill Reich, post: 7162769, member: 6892958"] One of the important reasons, other than the ones that have been given already in the thread, for classes is that so player-characters would have to team up into a party. It was felt that a character with a wide variety of skills might not need the aid of others. It also gives you a shorthand, so that a player will know, in general, what skill bundle his or her character will have. This also meant that the other players in the game would know what ones character would contribute to the team. None of this is useless or wrong. It also isn't the only way to do things. I have reached a compromise of sorts. A character can take a major career, what we call a "profession," which takes most of his or her training from some time in adolescence or earlier, and leaves limited room for other skill sets. The adventuring professions in my campaigns are Mage, Initiate, Elite Warrior and Master or Mistress of (an environment) There are also non-adventuring professions that would rarely fall to a player-character but that the character might deal with. Mages are intensely involved with magic, Initiates with worship, Elite Warriors with fighting, knights in a European setting, samurai in feudal Japan, the Kshatriya of India and whatever the Game Master has in the setting, and a Master or Mistress of an environment would be a ranger of the forests or deserts or a delver of the depths or perhaps a denizen of the mean streets of a city. Other people would have more flexibility. Half-mages get less learning and less power and are sometimes treated badly by true mages and they often have access to only one or two types of spells, but they can combine their magic skills with something else, hedge-priests typically get their Powers at even-numbered or odd-numbered levels but can take another skill set also. Fighters served in the army or the militia or were or are bandits. They start out a few steps behind Elite Warriors but can have another set of skills. An Inhabitant of an environment has concentrated less on those skills than a Master or Mistress but can add a different skill set. Also, what is usually a non-adventuring skill-set can be added to an adventuring skill set, in order for the character to make a living, to provide "color" to the character or for other reasons. Elves, being long-lived (and rare) can take two full professions. Dwarfs can take one full profession and one of the lesser careers. -- [url]https://sites.google.com/site/grreference/home/05-the-black-mountain/at-the-high-point-inn[/url] [/QUOTE]
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