Why Classless?!?

Classed/classless is not a binary situation, it's a continum. Although of the two, I'd prefer pure classed to pure classless. But I think the class rules of 1e/2e show what happens when you take classes too far. So Psion, realize that what you're defending isn't rigid classes here, but the class structure of 3e, which while nice, is far from perfect.

I'll grant that classes impose balance and some sense of structure on your game, but on the other hand characters are properly rewarded for taking appropriately "batched" skills by the nature of reality; if you want to make a character who kills things, he's going to have both Shootin' BFG's and Pummel Things. If you want a character who's a good cat burglar, you're going to want B&E skills, stealth, alertness, and hopefully running skills for when the excrement hits the rotary blade. Having one skill but not others of its type really bottlenecks your character (E.G: A character with B&E skills but no stealth ones will have a hard time doing anything once he's actually inside.) Psion, you say this is an advantage hard-coded into the class system, but of the 11 classes out there, only 4 even come close to giving you flexible archetype goals (Fighter, Sorcerer/Wizard, and Expert), while the rest come with baggage you may not want, from the rest range from small hiccups (most rogue-types will admittedly have a sneak attack like ability) to the logic-defying shoehorning of certain abilities with classes (see many complaints on the ranger/monk/cleric for ideas here). To me, the more a class system forces you to play the archetype/stereotype instead of your ideal (power-scaled appropriately, of course), the more I just want to chuck the whole thing.

My other problem with classes, is that in order for a system to be properly called Classed, it either has to permanently restrict/impede a character's advancement opportunities (at best making the guy who chose to enter game as a fighter but spent the last 20 years of his character's life as an archivist have to spend more points on scholarly-type skills than on hacking things to bits skills, at worst mirroring the excesses of a 2e [your wizard can never learn how to wield a long sword] or Palladium systems [where who you are at level one pretty much determines the rest of your life]), or else are forced into a 3e style of staggered class-granting (in which case, you have the illogic of only learning things at certain times, of learning too much at one go, and of learning things that may not come along with the "package" you want. One of the most illogical things to me in 3e is that if you're shipwrecked and don't know the native's language, you have to become better at fighting or spellcasting to be able to learn it. And if you just went up a level a couple of sessons ago, you have quite a while to go before you can even begin to understand them). None of these strike me as entirely realistic or desirable.

Mind you, classes have many advantages, and with inexperienced players, pick-up games, or any other situation where the DM doesn't have the time/experience/inclination to do all the work for himself, they're good. But if nobody minds the risks of imbalences (and/or at least knows how to curb the worst excesses) and the game is more focused on the characters novel-style than action/adventure-style, I see classes as being more headache to work around than they're worth.
 

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The real reason for class based systems...

... is that point-based character creation systems don't sell anything worth beans. Compared to D&D, all the other point-based character creation systems judt don't sell well?

Why? Unless your life is RPGs (in which case I feel sorry for you), you just don't have that much time to spend computing point-based systems for every character that comes up. (This is esp. painful for GMS and game designers) With a class based system, it's easy to get started in gaming.

I think that those who want point-based character creation systems are barking up the wrong tree. They need to go play Hero instead of D&D.

Shoo!
 

Re: The real reason for class based systems...

Thorin Stoutfoot said:
... is that point-based character creation systems don't sell anything worth beans. Compared to D&D, all the other point-based character creation systems judt don't sell well?

Why? Unless your life is RPGs (in which case I feel sorry for you), you just don't have that much time to spend computing point-based systems for every character that comes up. (This is esp. painful for GMS and game designers) With a class based system, it's easy to get started in gaming.

I'm not sure, but didn't WEG's Star Wars sell well? It was an easy to allocate points: you had 7 which you dumped into skills, either 1 or 2 at a time. The thing that slows me down the most making a character in that system is actually typing or writing it out.
 

Re: Re: The real reason for class based systems...

LostSoul said:


I'm not sure, but didn't WEG's Star Wars sell well? It was an easy to allocate points: you had 7 which you dumped into skills, either 1 or 2 at a time. The thing that slows me down the most making a character in that system is actually typing or writing it out.
Depends on what you mean by well! Compared to Runequest, sure! Compared to D&D? No way.

Like I said, go play Fantasy Hero or whatever superior system (like ICON or GURPS) you want. A few sessions of that will convince you that those systems really aren't superior to what D&D has.

Let's put it this way, D&D will never be a better GURPS than GURPS, or a better HERO than HERO, or a better WEG than WEG. Those systems exist for people who don't like D&D. But for better or worse, none of those systems will ever approach D&D's popularity or suitability for sustained long term play, or ability to pull in newbies.

The designers of D&D knew what they were doing. They wanted a better D&D, but they also knew that it had better be D&D, and not some rip-off of GURPS, or the fans were going to abandon the game in droves.
 
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Originally posted by Psion

A class system (particuarly D&D) wouldn't allow enough skill points to achieve 5+ in of these skills without being high level or having very high stats, neither of which fit the bill for this individual
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Psion:
I would debate whether or not any such individual DESERVES 5 levels in that many skills.


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Difference of opinion I guess. I see a 5 skill as mediocre, like a shop clerk might have. If you don't thats OK. Everybody had different perceptions


quote: Ace
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Lets take D&D as an example

I have a character 28 years old--

His background-- Grew up on a farm near the fairy woods till 10
parents ran out of town joined Gypsy caravan for 5 years
apprenticed to a wizard for 3 years
joined mercenary army as fighter for 7 years
last 2 years was an adventurer.
Recently got call to become Paladin

Now I could make him a Rogue1, Sorcerer2, Fighter 4, Paladin 1,

This would cover his skills pretty well but its clumsy, FREX what if the concept shouldn't have Flank Attack,


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Which is fine with me, because I would question you giving him rogue levels in the first place.
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Ok thats was picked up in the Gypsy camp. No offense to any real Rom but hey there are cinematic Gypsies


Even if there are such incongruities, that is what the "customizing characters" rule in the PHB is for. Characters like this are the exception, not the rule. In my entire time playing 3e, I have only had to use the customizing character rule one time when a player want to deviate. I consider this example (and your others) contrived as examples, and such come up extremely rarely in actuality.
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Well that explains a lot about where are friendly difference of opinion comes from. IMC this is a pretty normal character--
It gives a level of background detail I would expect in a game.

He has an unusual history by the standards of a cobbler sure, but for an adventurer he is pretty normal.

quote: Ace
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Training in polearms, Training in platemail
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Got the call to be a mercenary and didn't learn anything abuot weapons and armor... okay, sorry, if you are telling me "but my characters training was so specific blah blah blah", I will REALLY tag you for creating contrived examples.

(other contrived examples snipped)
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Not a contrived example. Not every Merc unit trains in every single form (excluding exotic) weapon and armor. Thats absurd!
The character should know Unit Weapons, Brawling an a weapon skill or two.
If the unit uses Chain Mail and Shield as armor, Uses Javelins and Longsword as weapons that is all he will know.
I can see light armor in a D&D context, after all that would be his arming doublet or a chain shirt but why would he know Polearms or Battle Axe or Flail or any of the other myriad of weapons anyone with 1 level of fighter would know. Thats is IMO complete rubbish.


quote: Ace
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Class system, compute ecl for Shapechanger-- Oh sorry we are starting at level1 not allowed

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If the campaing is 1st level. And it wouldn't be any different if I was running a 25 point hero campaign and you wanted to buy shapeshifting and couldn't afford it, either.
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Fair Enough I conced that was a poor example besides we aren't debating levels, which are even dumber than classes :)


quote: Ace
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The solution? Use another class-- Sigh to solve a simple design problem I have to import another class from another game or supplement-- And if the DM wants to use core rules only well I am out of luck
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Once again, blithely ignoring the customization rule, or course.

[/B]

Having a single consistent meta system for chargen is a time saver. It also means I don't have to play "exceptionville" just to accomodate a few interesting characters


[
quote:
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I can get on board with that idea, but why bother codifing it in rules.
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Very simple: for consistency and ease of use. You don't have to make your character wonder what skills would be appropriate for a fighter or a wizard or a rogue... it's all right there.

[/B]

I don't understand. Take what skills are appropriate for your character concept, not some nebulous "class" package.
Obviously if there are no blasters in the world you won't have that skill


[
quote:
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What is an illogical charcter. It seems to me the burden of proof falls on the GM not the player!

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I beg to differ. The GMs role is, by definition, the ajudicator of the game.

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Agree to Disagree. As GM my job is not adjudicator or referee but co-creator of the story.

I don't have to have players to create a story for my world I just like the Randomness they offer. If I like what they do, cool. It gets added to the backdrop.

If not...

I just ignore it.

I figure since nothing the players do matter one whit unless I let it. , let them run wild and have some fun


SNIP

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If you were running GURPS, are you honsestly telling me if a player wanted to take psionics skills and there were no psionics in your world. you would simply let him?
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Sure. If the player insisted and wouldn't have fun otherwise and if no one minded.

If I don't like something that happens I just retconn the whole thing for the next group.

The real control of what is allowed belongs in the hands of the players.

If I am not having fun because the power level is too high or the game has become GURPS Rifts than I will tell them so. If I still am bored I will quit, easy as pie

Let the players decide what they want to play, I will make up an appropriate challenge and we can game.

Of couse if you have a lot of guys who want to play Powered Armor goons than I might suggest a different game enviroment.

Remember the actions of the players have no bearing on the world unless I think they are interesting.

IMG campaigns don't take on a life of their own they just get played and forgotten.

Oh and for the record I let players choose stats and hitpoints in a D&D game too. I have never had any problems with doing that.

Heck I let the decide whats going to happen next sometimes too.


[
If so, not only is it not a wonder to me that you don't find the guidance of classes helpful, your ideas of what a players role in a game and mine are so totally different, it is not even worth debating.
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I agree.


quote: Ace
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Of course I usually err on the side of fun, shrug and say

Heck its Just a game and let em play what they like
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And I usually err on the side of caution, and sidestep SOD problems that come from outlandish and out of place characters. If you want to play a space marine in my fantasy game, I will tell you that your character does not belong in my game*, no ifs, ands, or buts.

I have never had that kind of problem before. If it came up I would ask the other players if they liked it. If they all said yes, well hey. Lets do it. My world is built to accomodate that sort of abuse and I do have an erase button

I may rain on the loony's parade, but in doing so I produce a more visceral, beleivable, and ultimately more satisfying experience for everyone else. The needs of the many outweigh the needs of the one.

Believable and class level systems , don't mix IME.

If i were trying for versimilitude I would choose are "realer" system than D&D not that it would help much.

Gaming i s a funny thing its not a book, its not a movie its not TV and it doesn't even have to be logical.
Its just gaming , great fun sometimes but still utterly absurd .
Suffice it to say I don't take it very seriously.


I used to try for consistent world design and total immersion and all that but I realized its rather pointless.



Almost no one I have ever gamed with (and I have gamed with a lot of groups) has ever really cared about that in practice. They aren't going to help me achieve it and I don't need them to do it myself.

I do have a crappy novel to re edit when I feel like it.

Oh, now on paper they did, if you asked them they did. "I like realistic and in depth games"

Then the dummies go and butcher some NPC and woner why everyone is after them...

Yeah right whatever, its all mouth noise anyway

Other than for one brief Rolemaster game none of that stuff really mattered.

That was a hard lesson to learn

The players and GM's I know just wanted a social hobby and wanted to game with all its fellowship and the shared library of jokes and media references.

They don't really care about Role, Story, World Building any of that

After a while I came to agree with them.

Its all about the fun.

If the games that are out there aren't fun I just don't play.

Besides I have just about as much fun on the internet as I do in games these days anyway.

Sice what I wanted, the depth you were talking about OR just plain comedy isn't available I usually pass on the games.

Kill the bad guy, Get treasure, Level Up, Rinse Repeat

then every so often change setting and pretend to roleplay is crushingly dull.

Most of the players I have encountered seem mainly interested in this mode of play.

Now this is MHO but D&D and all the class level systems after it are designed to facilitate that. There is absolutely nothing wrong with it it, just isn't my cuppa.

I do like D&D but only for occassional Return To The Dungeon games (every couple of years) and Comedy ones. I don't use it for serious games with my players. It just doesn't work


OTOH D&D as comedy is a blast!

Of cousre most of the gaming in my neck of the woods is humourless hack n wack (no matter what system) so I will pass

YMMV as always

BTW Thanks for the debate I have enjoyed it
 

Re: Re: Re: The real reason for class based systems...

Thorin Stoutfoot said:

Depends on what you mean by well! Compared to Runequest, sure! Compared to D&D? No way.

The designers of D&D knew what they were doing. They wanted a better D&D, but they also knew that it had better be D&D, and not some rip-off of GURPS, or the fans were going to abandon the game in droves.

Absolutely true. D&D is well D&D, a thinly disguised miniatures wargame with Rolplaying trappings grafted on over the years

The fans love it and are having fun and thats what matters.

As an aside I wonder what gaming would be like today if someone who was not a wargaming grognard had invented it.

I suspect given the complexity of "storygames" Gaming would be a much smaller hobby than it is today
 

. One of the most illogical things to me in 3e is that if you're shipwrecked and don't know the native's language, you have to become better at fighting or spellcasting to be able to learn it. And if you just went up a level a couple of sessons ago, you have quite a while to go before you can even begin to understand them). None of these strike me as entirely realistic or desirable.

This has nothing intinsically to do with classes. This is talking about levelled systems. While in most cases a classed system is levelled, that is not a rule.

Class-based, level-based and skill-based are three different things. However, they are not exclusive things. Any particular game can be one, two or all three of those things, in any combination. 3e happens to be a class and level-based game that is beginning to include elements of skill based games.

WoD games and Shadowrun are skill-based, with some elements of class, but no levels.

Rolemaster is all three.

Silhouette is skill based, without class or levels.

Edit: It has occured to me that if a game is not skill-based, it probably does have to be level based - the reverse, however, is not true.
 
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Bonedagger said:
Well. With the class system the DM has a guarantee (At least on paper) that the players have a chance to survive a combat encounter. :)

Remember. A classless system can result in that the PC's are not balance in combat. Or that they don't spread their abilities out enough. The freedom players have for character creation is given with the insurance to the DM that the characters are ready for the combat encounters with only a little preperation from his side. The class system are here to prepare the players for one of the best thing the d20 system has to offer. It's tactical combat system.

Balance is the keyword. (And no balance often results in not much teamwork)


...... Maybe I'm just rambling. It's late.

First of all not all RPG are centered about combat.

Take Midgard, you get the EXP for intelligent skill use.


The Merc Example

a roman legionary wouldn`t know the last about plate mail, polearms, flails, longbow8if he knows how to use a bow, it wouldn`t be from his military training), greatsword or any kind of mace, hammer or axe etc
he would be skilled at sapping, woodworks, or such thing.
 


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