Are classes a needed thing in rpg's, they do help a character alot by guiding them as to what the class does but they seem very very restrictive in alot of ways
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Would you describe 3E D&D/Pathfinder as a skill-based system where you choose an archetype to start with?
Downloading Krendel now (since it's free why not?).51w
- No. I would call it classes with skills integrated into it (1st and 2nd ed would be classes with skills tacked on). The difference is that in 3E et al. classes dictate things as you advance that, in a classless system, would be handled by skills and feats. To hit would be a skill. Magic ability would be a skill. Things like multiple attacks, barbarian rage, spells, and a monk's special flavor of awesome would all be, in 3E terms, feats.
If you like Krendel, consider donating to Peace Corps. The volunteers run a lot of projects that aren't possible without help from donations.
Also, I'll freely admit that Krendel is not perfect. I had to rush to finish it before I left for Peace Corps. I'm in the process of putting together the revision.51w
- I don't think there's anything wrong with a class based system (the popularity of D&D would support that) but my favourite system is Star Wars D6, which is indeed classless and that is indeed one of the reasons I like it so much.51w
- I haven't had a chance to look through the comments so I don't know if this has been said yet or not but; I like how divinity does classes. They advise your starting point with respect to stats and abilities. But after that you are free to choose any skills from any class. You get the best of all worlds while excelling in your chosen niche. You are encouraged to focus in your chosen class abilities by virtue of your most potent stats but if your tank needs to thow the occasional fire ball or your healer wants rock a sword and, taunting the enemy and take the heat off your almost dead rogue, that is an option. LOVE that game BTW. If you dig tactical RPGs, definitely check it out.51w
- I've got stuff to say, so I'm sharing this.51w
- Star Frontiers had 13 Skill areas, these were split into subskills suited for different types of tasks. You were not limited to your primary skill area, but advancement outside your primary skill cost more. By transferring the "class" or "archetype" over to the skills, you gained some flexibility.51w
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