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<blockquote data-quote="Scribble" data-source="post: 4651601" data-attributes="member: 23977"><p>The issue I've seen with classless systems is that once the "optimizers" get involved it turns out there really ARE classes in the game. There are always certain powers that work "best" together.... Unfortunately this ends up with people having things like magical robotic monkies with angel wings and vampire teeth that can use psionics, in a game about WWII fighter pilots..</p><p></p><p>This hurts the people that want a semi "believable" world...</p><p></p><p>So we have class based systems that kind of help "lock" a concept into place We have pilot classes, mechanics, soldiers, and their powers all enforce the idea of WWII fighter pilots...</p><p></p><p>But this hurts the optimizer's fun because there's not enough to tinker with. </p><p></p><p>So we have games like 3e and 4e that start with a class based system to reinforce a coherent "theme" but put in lots of parts the optimizers can tinker with.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4651601, member: 23977"] The issue I've seen with classless systems is that once the "optimizers" get involved it turns out there really ARE classes in the game. There are always certain powers that work "best" together.... Unfortunately this ends up with people having things like magical robotic monkies with angel wings and vampire teeth that can use psionics, in a game about WWII fighter pilots.. This hurts the people that want a semi "believable" world... So we have class based systems that kind of help "lock" a concept into place We have pilot classes, mechanics, soldiers, and their powers all enforce the idea of WWII fighter pilots... But this hurts the optimizer's fun because there's not enough to tinker with. So we have games like 3e and 4e that start with a class based system to reinforce a coherent "theme" but put in lots of parts the optimizers can tinker with. [/QUOTE]
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