Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why adhere to the "core" classes? Why not deconstruct for flexibility?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="WizarDru" data-source="post: 2309357" data-attributes="member: 151"><p>Having used GURPS as my system of choice for the fifteen years prior to 3rd edition (the same fifteen years post-AD&D, for me), I definitely agree. GURPS is not built around the 'young man discovers his true talents and rises to become a hero' ideal nearly so much as the 'talented individual finds himself caught up in an adventure' ideal. The difference between a 100 pt. GURPS character and a 200 pt. GURPS character is much different than a 1st and 21st level D&D character. The GURPS character is a little more competent at a few select things, possibly has a few more friends and maybe the backing of an organization. The D&D hero is a farmer boy who rises to a power to rival the gods.</p><p></p><p>As for the core question: I prefer classes: the perceived increase in flexibility is dramatically offset by the additional work required for all parties. My experience with open-ended systems like this is that it increases the character (and NPC!) creation time while only providing benefits to the 'wacky' character concepts. Invariably, someone ends up wanting to play the swordsman; for him, the new system doesn't really change details, except that he needs to do the legwork for his abilities. If he wants to create Zatoichi, this is a benefit...if he wants to create Fafhrd, much less so. I usually would much rather prefer to jerry-rig the existing system than to redesign the core mechanics to accomadate the outliers. I don't mean to imply that one approach is inherentely better, because after having tried both, I don't think either one is superior. I prefer the different approaches for different reasons, but on the whole prefer 3.Xs levels-with-personalization over AD&D's static classes or GURPS totally open ended characters.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 2309357, member: 151"] Having used GURPS as my system of choice for the fifteen years prior to 3rd edition (the same fifteen years post-AD&D, for me), I definitely agree. GURPS is not built around the 'young man discovers his true talents and rises to become a hero' ideal nearly so much as the 'talented individual finds himself caught up in an adventure' ideal. The difference between a 100 pt. GURPS character and a 200 pt. GURPS character is much different than a 1st and 21st level D&D character. The GURPS character is a little more competent at a few select things, possibly has a few more friends and maybe the backing of an organization. The D&D hero is a farmer boy who rises to a power to rival the gods. As for the core question: I prefer classes: the perceived increase in flexibility is dramatically offset by the additional work required for all parties. My experience with open-ended systems like this is that it increases the character (and NPC!) creation time while only providing benefits to the 'wacky' character concepts. Invariably, someone ends up wanting to play the swordsman; for him, the new system doesn't really change details, except that he needs to do the legwork for his abilities. If he wants to create Zatoichi, this is a benefit...if he wants to create Fafhrd, much less so. I usually would much rather prefer to jerry-rig the existing system than to redesign the core mechanics to accomadate the outliers. I don't mean to imply that one approach is inherentely better, because after having tried both, I don't think either one is superior. I prefer the different approaches for different reasons, but on the whole prefer 3.Xs levels-with-personalization over AD&D's static classes or GURPS totally open ended characters. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why adhere to the "core" classes? Why not deconstruct for flexibility?
Top