Posted March 26, 2012
MonstaMunch: I don't have a problem with the three main classes in terms of the functions they fulfill. People are bandying around all sorts of exciting names of classes, but I haven't seen any really well thought out concepts on how a party based rpg would work without them.
Having one "class" that can use magic, melee and ranged weapns in any party based rpg defeats the point of combining different character's strengths in different ways for different situations.
I also think it's good that it's become very much an industry standard, because I for one think there's enough new stuff to learn with each of these games that comes along. If we were to have to relearn the entire basic underlying mechanics for each game we play, things would get tedious pretty quickly imo.
If you're familiar with the GURPS system, think of people with certain dispositions but you can develop them however you want. Firing a rifle, if not trained, would default to Dex -8, or Pistols skill -2 (because related knowledge can really help). A fencer would be very good with a lot of swords but probably barely above untrained with an axe (which relies on momentum and constant motion). Training related skills also is much cheaper than training unrelated skills. Lastly your base skill levels are based on base stats, so the high dex character will have a far easier time getting his crossbow skill up than the intellectual. Having one "class" that can use magic, melee and ranged weapns in any party based rpg defeats the point of combining different character's strengths in different ways for different situations.
I also think it's good that it's become very much an industry standard, because I for one think there's enough new stuff to learn with each of these games that comes along. If we were to have to relearn the entire basic underlying mechanics for each game we play, things would get tedious pretty quickly imo.
You'll never hack a computer without computer skills, so there are limits. Your GM (in GURPS at least) can allow you to trade in a certain amount of experience in exchange for a one-time success at something your character would normally not be able to do very well (subject to the GM agreeing it's not going to fuck up the game).
So, I don't know that this is the only way to implement a classless system, but it is one way.