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<blockquote data-quote="malladin" data-source="post: 2921369" data-attributes="member: 8230"><p>1. Interesting - which system?</p><p></p><p>2. I'd go with that too. I didn't think of it when I was doing my list, which probably means I don't rate it as crucial, but certainly an advantage in a system.</p><p></p><p>3. "<span style="font-family: 'Georgia'"><span style="color: DarkOrange">I reject the notion that class based in inherently bad and advertising that you game "lacks restricting classes" is a sure way to ensure I don't look at your game.</span></span>" I'm with you on that one. </p><p></p><p>I also find that most players don't read the background, at least until they've played a few sessions and decided how much they like the game, so having classes to give players an instant hook into the setting is crucial.</p><p></p><p>I think the anti-classes mindset stems from previous incarnations of D&D (and potentially other similar games) where the class system wasn't well done. 3rd ed onwards, and particularly D20M and True20 have changed this through class options and multiclassing, making the game a lot more flexible. Also, some people who say they don't like classes actually are talking more about class/level systems, and actually play systems that have classes and point-buy character systems, such as new/old WoD games.</p><p></p><p>As a side note on classes, I think there's another strength to a class/level system specifically, in that it ensures character balance and makes sure your charaters are better rounded than a point-buy system, where there usually are avenues for min-maxing at the expense of your character's concept (a bad think IMO, I don't mind min-maxing when it helps you build your character to a concept that you don't quite have the points for, but if you just go for power over theme it's something I'd look to discourage).</p><p></p><p>4. I definately agree with this - I think my previous post probably over stressed the emphasis I place on combat. Ah well.</p><p></p><p>Cheerio for now,</p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="malladin, post: 2921369, member: 8230"] 1. Interesting - which system? 2. I'd go with that too. I didn't think of it when I was doing my list, which probably means I don't rate it as crucial, but certainly an advantage in a system. 3. "[FONT=Georgia][COLOR=DarkOrange]I reject the notion that class based in inherently bad and advertising that you game "lacks restricting classes" is a sure way to ensure I don't look at your game.[/COLOR][/FONT]" I'm with you on that one. I also find that most players don't read the background, at least until they've played a few sessions and decided how much they like the game, so having classes to give players an instant hook into the setting is crucial. I think the anti-classes mindset stems from previous incarnations of D&D (and potentially other similar games) where the class system wasn't well done. 3rd ed onwards, and particularly D20M and True20 have changed this through class options and multiclassing, making the game a lot more flexible. Also, some people who say they don't like classes actually are talking more about class/level systems, and actually play systems that have classes and point-buy character systems, such as new/old WoD games. As a side note on classes, I think there's another strength to a class/level system specifically, in that it ensures character balance and makes sure your charaters are better rounded than a point-buy system, where there usually are avenues for min-maxing at the expense of your character's concept (a bad think IMO, I don't mind min-maxing when it helps you build your character to a concept that you don't quite have the points for, but if you just go for power over theme it's something I'd look to discourage). 4. I definately agree with this - I think my previous post probably over stressed the emphasis I place on combat. Ah well. Cheerio for now, Ben [/QUOTE]
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