CountPopeula
First Post
Classes, and levels, can work really well for a modern game. And the structure they provide make them far more accessible to most gamers than classless systems.
For example: It took me three years of gaming before I was willing to try a classless system (new World of Darkness), and another three years before I started to seriously look at and play systems that didn't have classes. The lack of structure to help me stay on path and effective was intimidating.
On the other hand, the trick with any class system is to not make it too restrictive. To allow for the combinations that truly work for many concepts. And to not punish concepts that need to be diverse to work. By switching d20 Modern over to the 1/2 level progression used by 4th edition, or even to a per level progression, you'll even out the various classes between themselves and guarantee that characters remain effective no matter what their concept requires.
Then it's just a matter of retooling feats, talents, skills, and such to better fit the heroic feel the system aims for.
World of Darkness isn't classless. The various splats might as well be classes, only they're slightly more restrictive, since they define personality as well as abilities.
And I don't think classes are bad in a modern setting. I love Shadowrun, for example. I don't think classes work in a generic modern system, though. All they really served to do in D20 Modern was lower the power level so you had to take 3 levels in them before you could get levels in the setting-specific advanced class that should have just been the class you were in since level 1 anyone.
You can have classes in Urban Arcana, or in Shadow Chasers, or even CoC but it doesn't work so well to have a set of generic classes for a setting-neutral system. In fact, the reason the splats in WoD work so well is that they're so closely tied to the setting.