| Phasics |
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On the back of another thread about reducing feats and how many people suggested it would kill a significant level of diversity despite what can be done within a class without feats. It got me thinking......
Is the simple fact that you have to choose a class hindering your character concept or at least limiting the diversity than can be achieved with your character ?
I look at the NPC classes and think now there are some pretty clean slates as far as classes go that pigeon hole people less than the heroic PC classes. But at the same time even they have connotations about what type of character the class represents.
Still for argument sake what if you turn these NPC classes into vanilla heroic classes by giving them a bonus general feat every level as a class feature.
Ok calm down I can see the level dip mechanics wheel turning in your mind already. Moving past level dipping would the clean class slate and a boatload of feats to work with further improve character diversity or simply lead to some nasty min-maxing ?
Just seems with the classes and archetypes we have, they can covers a large number of options but can they every really cover every possible option someone might want to try ? not to mention every time someone picks a class is their creativity and choice already being channelled down a certain line of thinking purely due to a name and some abilities
e.g. I choose Barbarian ... well I guess I get angry and rage that's a given. Sure you can be the civilized Barbarian who doesn't rage but everyone else in the group will be asking you WTH aren't you raging for your bonuses your going to cost us this fight.
Thoughts ?
| trhvmn |
Somewhat, though I'd say it's more of a matter of a class' mechanics than its theme - there are some concepts that I haven't yet been able to turn into actual characters, thanks to unarmoredness only being (somewhat) viable if you're a Monk or a Duelist, and neither of those fitting the flavor I was looking for very well.
Unless your GM is really anal about a character of a given class sticking to that class' theme, I don't really think that should matter at all. For example, you could say that the Barbarian's rage is not actually getting angry, but rather a sort of battle trance that they go into, or something like that.
Of course, there are some classes that work against that, the Paladin being the most obvious, but there's no reason why you shouldn't be able to, say, play a Rogue who isn't thief-like at all.
EldonG
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Somewhat, though I'd say it's more of a matter of a class' mechanics than its theme - there are some concepts that I haven't yet been able to turn into actual characters, thanks to unarmoredness only being (somewhat) viable if you're a Monk or a Duelist, and neither of those fitting the flavor I was looking for very well.
Unless your GM is really anal about a character of a given class sticking to that class' theme, I don't really think that should matter at all. For example, you could say that the Barbarian's rage is not actually getting angry, but rather a sort of battle trance that they go into, or something like that.
Of course, there are some classes that work against that, the Paladin being the most obvious, but there's no reason why you shouldn't be able to, say, play a Rogue who isn't thief-like at all.
Absolutely. I've actually built a LG rogue scout...(not scout archetype, military scout)
He was an NPC. Pretty cool.
| Phasics |
A class-based system isn't as flexible as a classless system, that's true. But if you want a classless system, you're probably better off seeking one out than modding Pathfinder to do it, I think.
Don't think I actually said I wanted or even thought PF should be a classless system.
| Mystery Meep |
Mystery Meep wrote:A class-based system isn't as flexible as a classless system, that's true. But if you want a classless system, you're probably better off seeking one out than modding Pathfinder to do it, I think.Don't think I actually said I wanted or even thought PF should be a classless system.
It's the logical endpoint of what you're getting at. When you've moved entirely to generic classes, you might as well be classless.
Lincoln Hills
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| 2 people marked this as a favorite. |
Systems with classes do limit diversity. This is not necessarily a bad thing, though. First of all, as my more optimization-minded friends will tell you, a player in a classless system who isn't interested in optimizing will often (through apathy or accident) produce a character who 'fits the concept' but contributes little or nothing toward the group's success. And as my more narrative-oriented friends will tell you, there's also a risk in a classless system of a player designing a character that's either entirely self-sufficent or violently antisocial, making the presence of teammates rather pointless.
A system that provides 'total freedom' also throws all the work of generating the character on the person doing the creation. Not only does character creation tend to take longer - sometimes much longer - but new players are often lost in a sea of rules: that's OK if they've got a patient and cooperative veteran to help them, but not every player is so lucky. Worse, if a group of non-gamers pick up an RPG because "it looks interesting" and then discover that they're going to need to study for a while before they can start the two-hour process of generating a character (with the help of a calculator), the odds are they'll call the whole thing off in favor of doing something that's fun right then.
Also, of course, a system in which every character is built from nothing increases the amount of time a GM has to spend on any character that's intended to be fully statted up. Despite the many options available, a GM who writes down "orc Cleric 6" when first conceiving of the NPC has a lot of that busy-work done for him.
Obviously a system with 'total freedom' to design and modify characters can be very successful, but that's generally in RPGs that are more free-form and narrative (and have about a tenth of the stats that Pathfinder uses.)
LazarX
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A class-based system isn't as flexible as a classless system, that's true. But if you want a classless system, you're probably better off seeking one out than modding Pathfinder to do it, I think.
In that vein, you're better off looking at GURPS, FUZION, or HERO, or any other system that's completely based on points. But even those have limits... there isn't a system on the planet that's going to be able to give everyone everything they want.
| Phasics |
Phasics wrote:It's the logical endpoint of what you're getting at. When you've moved entirely to generic classes, you might as well be classless.Mystery Meep wrote:A class-based system isn't as flexible as a classless system, that's true. But if you want a classless system, you're probably better off seeking one out than modding Pathfinder to do it, I think.Don't think I actually said I wanted or even thought PF should be a classless system.
Its your logical endpoint
Why do you think the system can't support both themed and non themed classes alonside each other ?
| Mystery Meep |
It basically follows this chain: if you can pick more or less whatever abilities you want as you level up, subject to certain totals and restrictions, then why have classes at all? Why not just cut out the middle?
Now, you could certainly have such a system and have pre-made example templates analagous to the classes we have now. But overall, if you're going to make that move, why bother with classes?
This presumes that part of your 'feat every level' includes turning certain class features into feats, as otherwise again, there seems to be little point.
| Wind Chime |
Systems with classes do limit diversity. This is not necessarily a bad thing, though. First of all, as my more optimization-minded friends will tell you, a player in a classless system who isn't interested in optimizing will often (through apathy or accident) produce a character who 'fits the concept' but contributes little or nothing toward the group's success. And as my more narrative-oriented friends will tell you, there's also a risk in a classless system of a player designing a character that's either entirely self-sufficent or violently antisocial, making the presence of teammates rather pointless.
A system that provides 'total freedom' also throws all the work of generating the character on the person doing the creation. Not only does character creation tend to take longer - sometimes much longer - but new players are often lost in a sea of rules: that's OK if they've got a patient and cooperative veteran to help them, but not every player is so lucky. Worse, if a group of non-gamers pick up an RPG because "it looks interesting" and then discover that they're going to need to study for a while before they can start the two-hour process of generating a character (with the help of a calculator), the odds are they'll call the whole thing off in favor of doing something that's fun right then.
Also, of course, a system in which every character is built from nothing increases the amount of time a GM has to spend on any character that's intended to be fully statted up. Despite the many options available, a GM who writes down "orc Cleric 6" when first conceiving of the NPC has a lot of that busy-work done for him.
Obviously a system with 'total freedom' to design and modify characters can be very successful, but that's generally in RPGs that are more free-form and narrative (and have about a tenth of the stats that Pathfinder uses.)
The majority of classless systems I have played Fate, Savage Worlds, Cortex play faster than D&D and take the same or less time to gen.
The only open systems that are much slower are gurps and exalted.
| Phasics |
It basically follows this chain: if you can pick more or less whatever abilities you want as you level up, subject to certain totals and restrictions, then why have classes at all? Why not just cut out the middle?
Now, you could certainly have such a system and have pre-made example templates analagous to the classes we have now. But overall, if you're going to make that move, why bother with classes?
This presumes that part of your 'feat every level' includes turning certain class features into feats, as otherwise again, there seems to be little point.
Errr nope not what I was thinking, haven't even considered turning class abilities into new feats.
| StreamOfTheSky |
No, not at all. You're talking about mechanical diversity. The things a class can do. Themes obviously place some limits on what a class can and can't be, but overall having themed classes doesn't stifle this diversity, IMO. Why? Because there's more than one way to accomplish a role or specialty. Say you want a character who is a "tank." One class could achieve that by using heavy armors and maybe getting damage reduction or a very high HD, and be "tough." Another might instead be a "dodge tank" that isn't especially tough, but is just difficult to hit and has parries/counters when foes miss. Completely different themes and classes, same end result: A guy who can hang in melee quite well.
If anything hurts diversity, IMO, it's the non-thematic classes like Fighter who simultaneously *by design* have no particular unique talents or "calling cards" but also are expected to not be outshone by more specialized/specific-concept classes. Requiring a bland class that does nothing but "fight good" to be balanced means any other class with actual flavor to it must be inferior to this "fights good" class at fighting in order to not invalidate him.
If you are dismayed about modeling a very specific type of concept, that's a problem of any class-based system, it's not the fault of classes having a theme or being more generic. Unless you just had a tiny amount of generic classes that were unique and defined solely by the class features they picked from a big list. 3E did that; the result is certainly interesting, but IMO slants the power even HARDER in favor of the caster, who now not only has spells, but can also cherry pick other niches like sneak attack.
| B.A. Ironskull |
It seems like you've already answered your own question; just ask your GM if it's OK for you to play an Adept. If heroic classes are so itchy, why not have a go?
Fighters fight, casters cast, rogues sneak, summoners summon. Bards sing, cavaliers ride horses, ninjas are cool, clerics heal...
And each can do any number of other things, depending on the player.
| Phasics |
If anything hurts diversity, IMO, it's the non-thematic classes like Fighter who simultaneously *by design* have no particular unique talents or "calling cards" but also are expected to not be outshone by more specialized/specific-concept classes. Requiring a bland class that does nothing but "fight good" to be balanced means any other class with actual flavor to it must be inferior to this "fights good" class at fighting in order to not invalidate him.
You know I hadn't even considered the reverse could be the case. Hrmm that's an interesting line of thought by removing certain "generic" classes it then frees up room for new more heavily theme'd classes, which might in deed go further to improving diversity instead of curbing it.
Hrmm what class apart from Fighter might that encompass, truely generic classes that are just the sum of thier parts
Fighter - Obviously
Rogue - rogue tricks might save this one but only just
Cleric - apart from domains seems like flavour wise the witch and oracle have this beat
Wizard - nothing much defines them as a class
Indeed perhaps removing the big 4 would actually help diversity assuming you filled the gaps with other more colourful classes
| Threeshades |
Somebody here did make a classless system for pathfinder. I haven't read it nor do i have the time to find it right now or know what it's called or who made it. But it's out there in the Homebrew section somewhere.
I would say that a rules-heavy system like Pathfinder being turned classless would probably be closer to gurps in its slowness. FATE, for instance, is classless, but is also much, much lighter on rules.
You actually think Pathfinder is a rules-heavy system?
| Phasics |
Somebody here did make a classless system for pathfinder. I haven't read it nor do i have the time to find it right now or know what it's called or who made it. But it's out there in the Homebrew section somewhere.
Mystery Meep wrote:I would say that a rules-heavy system like Pathfinder being turned classless would probably be closer to gurps in its slowness. FATE, for instance, is classless, but is also much, much lighter on rules.You actually think Pathfinder is a rules-heavy system?
Compared to many of the recent RPG releases PF is rules heavy. RPG's seem to be tending towards more indie like rules lite system.
I'll grant compared to older RPG's PF isn't a rules heavy game.
Morgen
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Hrmmmm. No I don't really see the options currently available in the game being restrictive enough not to allow the building of almost any type of character mechanically.
We've got archetypes, multi-classing and prestige classes so that is covering a huge amount of ground for a class-based system in terms of "I want to play X." That's helped with the inclusion of more base generic classes like Fighter or Rogue that allow the player to put a lot more of the emphasis and focus on it.
The creation of characters has come a long way after all in the heritage of the game. Think back to the days where you would roll your dice and see what kind of character(s) you were given. Races and Classes restricted by your ability score rolls. Sure made character creation go faster if you weren't muddling about.
Classes help to define Pathfinder as (Capital-G) Game.
| BPorter |
Is the simple fact that you have to choose a class hindering your character concept or at least limiting the diversity than can be achieved with your character ?
In comparison to a free-form point-buy system? Yes, the class system is more restrictive than some point-buy systems. That free-form method brings a requirement of complexity and system mastery to achieve that flexibility, however.
In comparison to other level-based systems? Not even a little. Pathfinder's addition of archetypes allows for customization while maintaining the class structure in a way that is unsurpassed in level-based RPGs.
| Dr. Calvin Murgunstrumm |
You know I hadn't even considered the reverse could be the case. Hrmm that's an interesting line of thought by removing certain "generic" classes it then frees up room for new more heavily theme'd classes, which might in deed go further to improving diversity instead of curbing it.Hrmm what class apart from Fighter might that encompass, truely generic classes that are just the sum of thier parts
Fighter - Obviously
Agreed. The fighter's utter lack of definition compared to all other martials is their biggest failure. The class features insist upon heavy armour, but then it becomes a race to platemail and it railroads styles of combat that platemail doesn't complement and an utter lack of skill points and no means (magic) to off set it. Fighters need some love.
Rogue - rogue tricks might save this one but only just
This was once a flavourful class which fulfilled a distinct role, but as skills became universal (a very good thing, imho), the flavour watered down. I agree that beefing up the tricks and allowing them superhuman acts with skills would probably help this class.
Cleric - apart from domains seems like flavour wise the witch and oracle have this beat
I think this class has a distinct flavour: a knight templar. Problem is that the paladin has usurped this. I still advocate pushing the "white mage" feel for this class: healing, buffs and turning over maces, chainmail and violence. I think domains do a good job of defining the class flavour, but I'd love to see more domain powers to offset armour and BAB, with those coming with the war domain.
Wizard - nothing much defines them as a class
I disagree with this one most strongly: Vancian prepared casting defines it strongly. The mage with their spellbook and their need to pick spells ahead of time is a flavour. The schools of specialization empasize this, I feel.
Indeed perhaps removing the big 4 would actually help diversity assuming you filled the gaps with other more colourful classes
Removing the notion of the big 4, or at least making the original 4 (paladin was a fighting man) not the archetypical class of the big 4 would be a good idea, however, I'd really only replace the fighter with at least "knight" and "swashbuckler" types: those who tank in heavy armour and those who control the battlefield with speed and agility. The fighter punishes the latter.
The other 3 still have flavour, I feel, but just could use a tweak, or none in the case of the wizard.
| Kolokotroni |
For me the most important thing in the game, is that the mechanics are inherently tied to the theme/flavor. I want my game mechanics to make me 'feel' like I am what I am. For all its faults balance wise, the monk has a lot to make me feel like a kung fu theater action hero.
This is ofcourse a personal preference but it is a deal breaker for me. Part of it is that I use the mechanics of race and class to influence my characters from a roleplay perspective. I find inspiration in the ties between mechanics and theme to develop my characters roleplay wise. If you give me a clean slate generic hero mechanically, you'll get the same back form me rp wise. I would be bored, and those around me probably wouldnt enjoy the character much. On the other hand give me a Wayang Witch with the mechanics and flavor to match and I usually come in with very interesting characters (Javan which I am currently playing is among my favorites I've ever played).
I am one of those people who as a child, if you gave me a blank canvas and said draw/paint a picture, I'd stare at it for an hour and not think of anything interesting, but with a little open ended direction, I'd make something interesting and enjoy it.
I would be completely uninterested in a themeless class, and even more so in a themeless system. I know others prefer free reign for their creativity, but it simply doesnt work for me.
| Threeshades |
Threeshades wrote:Somebody here did make a classless system for pathfinder. I haven't read it nor do i have the time to find it right now or know what it's called or who made it. But it's out there in the Homebrew section somewhere.
Mystery Meep wrote:I would say that a rules-heavy system like Pathfinder being turned classless would probably be closer to gurps in its slowness. FATE, for instance, is classless, but is also much, much lighter on rules.You actually think Pathfinder is a rules-heavy system?Compared to many of the recent RPG releases PF is rules heavy. RPG's seem to be tending towards more indie like rules lite system.
I'll grant compared to older RPG's PF isn't a rules heavy game.
The Dark Eye gives a new definition to the term rules-heavy, even the more recent editions. But then again, I would guess its pretty obscure outside of Germany, so I guess i shouldn't use it as a point of comparison.
| Jaunt |
No, inherent themes of classes are not hindering diversity. They're what makes diversity possible. If everyone is equally capable of choosing any development path, there is literally zero diversity.
Character diversity comes from roleplaying and creative thinking; not from a set of mechanics. There are the same number of character concepts whether Sir Lancelot and Robin Hood are a) both Fighters b) Fighters with different archetypes c) different classes d) classless with different feats e) mechanically identical with different attributes or f) the exact same character roleplayed two different ways.
Classes are just ways to map concepts to mechanics. Increasing or decreasing the number of mechanics or classes does nothing to affect the number of concepts in existence. That's like saying the number of hues of red paint you have determines how many different things you can paint. As long as you have enough for basic differentiation, your play will do the rest.
| carn |
The majority of classless systems I have played Fate, Savage Worlds, Cortex play faster than D&D and take the same or less time to gen.
One cannot compare Savage World or other rule light systems with PF, because those systems normally have a rather limited power scale. PF tries to balance several classes from lev 1 to 20, from fighting dangerous fights vs goblins to facing the dragon swooping down on the metropolis to obliterate it all by himself.
| Oceanshieldwolf |
I am of the opinion that the class-system does not curb either diversity or creativity. I actually feel even the bare mechanics of classes serve to increase the creativity and thus the diversity - as an inveterate tweaker and homebrewer it is exactly the guidelines/rules (read "limitations") inherent in the class packages that inspire me both in concept and with new or tweaked mechanics. I think of it as a negative freedom that begs to be subverted - for some crazed reason I find mechanics inform the concept just as much as a concept appears out of thin air - and it is the very structure of the mechanics that sometimes solidifies and defines the concept.
Let's just say I'm a qualified gonzoholic, and I haven't been stumped by the rules as they are or as I can tweak/craft them to come up with or create a character concept.
I lke the diversity of classes as presented, and am inspired by the very many cool and creative 3PP Base and Alternate classes as well as archetypes.
I'm not one to try to recreate pop-culture characters/icons - the very nature of many of Pathfinder's base assumptions outside of class (spell system, movement grid, skill system, combat system, belief/divine system, damage/healing system) negate a lot of functionality there, but I've seen a lot of exemplary builds on that line.
I guess the bottom line is that I see PF as the river and the classes either as steepin stones on that river or skipping rocks hurtling over it. Sometimes you can only step in certain places, other times you can skip here and there. Rarely you can do both, and the skill or luck it takes to do that is a cherished thing. Generally though the rough timeworn stones are serviceable tools to get you where you want to go. Creatively.
| Lumiere Dawnbringer |
Wind Chime wrote:One cannot compare Savage World or other rule light systems with PF, because those systems normally have a rather limited power scale. PF tries to balance several classes from lev 1 to 20, from fighting dangerous fights vs goblins to facing the dragon swooping down on the metropolis to obliterate it all by himself.
The majority of classless systems I have played Fate, Savage Worlds, Cortex play faster than D&D and take the same or less time to gen.
my only problem with savage worlds, is that the power scale is too limited. it isn't fantastic or grandiose enough for me.
ranged combat is clearly superior to melee due to reduced requirement for strength investment and the fact you can get similar, even higher average damage
plus, more dice is superior to bigger dice due to enhanced chance of acing.
bennies, are extra valuable and serve way too many purposes
adventure cards are also overpowering due to their many dangerously powerful abilities.
| carn |
is that the power scale is too limited.
But the power scale is limited, because its a flexible system. Flexibility comes with the price, that the number of possible exploits scales exponentially with the number of options and hence with the power scale. So to have balance, either power scale has to be limited or some other method to avoid exploits has to be found.
In GURPS for example the method is "GM does it". If you take GURPS 4th edition and have a party that can freely select with 100 CP, you would get a wide range of char powers in respect to a given adventure type (e.g. dungeon crawl). With 500 CP some would be decent adventurers, while the optimized ones would be close or actually unkillable (unkillable is just something like 200 CP, so doable with some sacrifices in other respects), because there are so countless ways to optimize.
Zombie Ninja
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When I was younger, I mostly went for skill based systems. Now that I'm older my preference has changed, and I almost exclusively play classes bases. The switch was due to a little problem called the mage-tank. A skill based system is open ended by it's nature, and allowing the players to just make what the want is something I can support, but then reality set in. Open ended options abound but for some reason 2/3 players made the same character over and over again, the mage-tank, the guy who could wield a sword and wear the best armor while casting the best spells. Wow, how original. Why wield a club, staff or mace if a sword is just a clearly better choice, not fun. Despite that with a very mature group I'll play or run skill based systems, I'll also do it for sci-fi and super heroes, but never again for fantasy. Anyway it's just my personal experiences, everyone has a different view point, but classed based systems regularly outsell skill based ones, maybe others agree.
Oh, I don't care for rules lite systems either. Go figure.
LazarX
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Just seems with the classes and archetypes we have, they can covers a large number of options but can they every really cover every possible option someone might want to try ? not to mention every time someone picks a class is their creativity and choice already being channelled down a certain line of thinking purely due to a name and some abilities
It doesn't matter if you use classes, or points, or whatever. Using any form of system other than pure narrative storytelling, is going to mean that some form of constraints are going to be applied. Because bringing anything down to numbers, statistics, means you're abstracting, just as even the highest digital sampling will always fall short of listening to music live, for those whose ears are discerning enough.
What you have to do is decide where your avenues of compromise will go.
| Alzrius |
| 1 person marked this as a favorite. |
A class-based system isn't as flexible as a classless system, that's true. But if you want a classless system, you're probably better off seeking one out than modding Pathfinder to do it, I think.
Classless Pathfinder is already out there for those who want it.
You can easily play Pathfinder (and any other d20 System game) using the classless system linked above. I'm doing it right now in my current game.
Artanthos
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Is the simple fact that you have to choose a class hindering your character concept or at least limiting the diversity than can be achieved with your character ?
I've always found that classes tended to add structure around which characters could be built.
Classless systems did not produce more diverse characters, rather they resulted in certain options all characters took.
| Alzrius |
I've always found that classes tended to add structure around which characters could be built.
This is true. The problem (to me) is that there will be some character ideas for which none of those structures are sufficient.
Classless systems did not produce more diverse characters, rather they resulted in certain options all characters took.
The issue of "certain options all characters took" is hardcoded into class-based character development. Remove that, and a classless system will produce more diverse characters.
To be clear, I think that there's an idea that "diverse characters" needs to mean something radically different from any existing class structure. It certainly can mean that, but it can also mean something that's different in the specifics in ways that existing class structures haven't been able to provide (at least not yet).
| carn |
Remove that, and a classless system will produce more diverse characters.
Yes, with the consequence that something like APs are pointless,because they would be deadly for many chars and a piece of cake for others, and that even for chars in the same group.
With a flexible system one can build anything.
| Alzrius |
Yes, with the consequence that something like APs are pointless,because they would be deadly for many chars and a piece of cake for others, and that even for chars in the same group.
I don't believe that's true; at least no more than it already is. It's still the d20 System, just point-buy. Yes, you'll likely have a dead character if you don't purchase any save bonuses, but that's not a problem with the system in-and-of itself.
With a flexible system one can build anything.
That's a good thing. If one builds a character that's useless for adventuring, that's not (as mentioned) a problem with the system; it's a communications breakdown in what sort of game they've made a character for (or they're simply being a disruptive player).
Artanthos
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To be clear, I think that there's an idea that "diverse characters" needs to mean something radically different from any existing class structure. It certainly can mean that, but it can also mean something that's different in the specifics in ways that existing class structures haven't been able to provide (at least not yet).
My experience with classless systems is primarily GURPS and Champions, with a few more obscure systems tossed in.
Within these systems, most players built characters that conformed to a limited range of play styles. Melee Damage, Ranged Damage, Tank, Controller.
Most optimized characters were very high defense and very high damage.
Most optimized characters took a minor form of self healing. Just enough to fully heal out of combat.
| Alzrius |
My experience with classless systems is primarily GURPS and Champions, with a few more obscure systems tossed in.
Fair enough. Mine is primarily with BESM, and with Eclipse (a d20 point-buy system, linked to above).
Within these systems, most players built characters that conformed to a limited range of play styles. Melee Damage, Ranged Damage, Tank, Controller.
Most optimized characters were very high defense and very high damage.
Most optimized characters took a minor form of self healing. Just enough to fully heal out of combat.
I'm not sure what point you're trying to make here. There are a lot of ways to go about making characters that fulfill those roles even within the existing class system, but people still seem to want new character options all the time, hence the plethora of new classes, archetypes, prestige classes, etc. that we're continually seeing.
So clearly this isn't an issue of diversity through point-buy being superfluous; otherwise, why put out any more class-based options to begin with? Given that, why not go for a point-buy system?
| thejeff |
Artanthos wrote:My experience with classless systems is primarily GURPS and Champions, with a few more obscure systems tossed in.Fair enough. Mine is primarily with BESM, and with Eclipse (a d20 point-buy system, linked to above).
Quote:Within these systems, most players built characters that conformed to a limited range of play styles. Melee Damage, Ranged Damage, Tank, Controller.
Most optimized characters were very high defense and very high damage.
Most optimized characters took a minor form of self healing. Just enough to fully heal out of combat.
I'm not sure what point you're trying to make here. There are a lot of ways to go about making characters that fulfill those roles even within the existing class system, but people still seem to want new character options all the time, hence the plethora of new classes, archetypes, prestige classes, etc. that we're continually seeing.
So clearly this isn't an issue of diversity through point-buy being superfluous; otherwise, why put out any more class-based options to begin with? Given that, why not go for a point-buy system?
Because point-buy lets you optimize even more. In a class based system, where abilities come in sets, you can wind uptaking things you don't really want and not being able to get all the abilities you want - or delaying them until late in the level progression.
In a point buy system, obviously you don't have the points for everything you want at once, but you can pick the exact subset you prefer.It is more flexible, which let's you do all sorts of neat things you can't do in class system (without adding a class with the right set of features), but also more optimizable. That tends to lead towards a handful of build styles being far more effective than the more flavorful combinations and thus becoming dominant.
If your players aren't really interested in optimizing, then you won't have the same problem, except when someone stumbles onto a more powerful build by accident. But if your players aren't that interested in optimizing many things will work that would break under pressure.
| Reecy |
I think the problems everyone is feeling when they are seeing a lot of talk on the Forums and these Character Builds and tweaking them like you would tweak a car for a street race. I think they are getting to clunkly and people are treating this like an MMO.
Quite Frankly in a good game there is social factors that a lot these characters would not be able to handle.
Yeah you can build an unstoppable typhoon in this game and most others... Some do it faster some do it slower. But if your character is not balanced in so ways their weaknesses will cause them heavy losses but that is for a DM to decide.
Bottom line and sorry for the Rant if we are going to keep moving toward these crazy I do 100D6 +9999 damage for whatever reason... Well maybe scaling of everything else needs to change to catch up
| Alzrius |
Because point-buy lets you optimize even more. In a class based system, where abilities come in sets, you can wind uptaking things you don't really want and not being able to get all the abilities you want - or delaying them until late in the level progression.
In a point buy system, obviously you don't have the points for everything you want at once, but you can pick the exact subset you prefer.
It is more flexible, which let's you do all sorts of neat things you can't do in class system (without adding a class with the right set of features), but also more optimizable. That tends to lead towards a handful of build styles being far more effective than the more flavorful combinations and thus becoming dominant.
If your players aren't really interested in optimizing, then you won't have the same problem, except when someone stumbles onto a more powerful build by...
Optimization is already a thing in any d20 game, though. Yes, it's easier to do that using a point-buy version thereof, but that's not introducing something that's not already there - and I don't think that it's making it all that greater (plus, I suspect that the people who prefer to optimize over flavor, to the point that it overshadows the idea of flavor altogether, is less of a deal than is commonly thought).
Now, it is easier to optimize in a system where you're able to pick and choose what you want, but it's an overstatement to say that "a handful" of builds will be "far more effective than flavorful combinations" - it's certainly an overstatement to say that they'll thus become "dominant."
Even leaving aside the issue of control measures (via purchase price and opportunity cost - which is usually measured on a per-level basis), optimization taken to the point of overshadowing the other players is a problem with the player, not the system. Likewise, it's up to the GM to tailor challenges that highlight all of the party, instead of shrugging and admitting that some characters are just better than others.
In other words, I think that this is a minor concern, treated as a major one.