VD said:
Do you want to have a serious conversation or a drive-by shooting?
Usually on the dex? A bit of both. You usually deliver just that. Equal parts of arrogance and well-founded arguments. So don't put the drive-by shooting on me alone, brutha.
VD said:
I recognized that. As I've said earlier, I'm willing to concede to the fact that class-based systems work better for party-based CRPGs if there are bounderies I don't know about. Then I presented some examples. The point is you've yet to state exactly what these bounderies are, and why you chose a class-less system if that was indeed the case.
VD said:
At best you can do a faithful partial implementation
ToEE is
almost a 1:1 implementation of 3.5 rules. KotC would be, if not for home-made spells. I'm not arguing your point, because I don't know shit about shit in this area compared to you, but I do know that party-based combat in RPGs has trumped single-character combat time and time again.
VD said:
Third, skill-based systems do give you more freedom when it comes to creating a single character instead of forcing you to be stuck with forced advantages and disadvantages but it's these set advantages and disadvantages that balance party based gameplay and create interesting combinations of classes.
This is completely possible to achieve in a class-less system... Say you want a restriction on magery. Well, the obvious answer is a restriction on armor, but that has never made much sense. What about spellcasting costing hit points? Or what about having a selection of different methods for the player to choose from. Maybe each spell-school comes with a different restriction.
There is nothing that you cannot accomplish with an open system that can be achieved in a class-based system
except simplicity, clarity, and profiling of flavour. Considering the colossal complexity of D&D 3.5, it does a really good job at seeming simple, being clear for new players, and almost building your character with the flavour it put into its ability-groupings (classes). That's why I like it.
VD said:
That's why - in my opinion - single-character systems work better with skill-based because a jack of all trades (using Fallout as an example - someone who can shoot a gun, dress a wound, talk his way in and out, pick a lock, and fix some old shit) is what's needed there. However, jacks of all trades are absolutely unnecessary if you have a party. The logical thing to do is to spread secondary skills and increase each party member's combat worthiness, ending up with a fighter who can talk, a fighter who can heal, a fighter who can steal, etc.
I'm not sure if I can see the harm in that, but let's say I could. If that's the concern, then the answer is a more limited point-to-options ratio. And that isn't even as extreme as it sounds. If the good spells are expensive, for example, investing points into fightan' will cost the healer that power. Of course, the ideal here is to expand the options, not to limit the points. And again, this fact I have ackknowledged as a potential problem because of resources with regards to C&C.
But you were the one that told me that resources wasn't a problem. I took that as a "we can make the system endlessly complex, no problem." If that was wrong, please expand, 'cause if its right, there is no problem.
VD said:
That's why I asked you which game had a better, more fun to play with character system: ToEE or Fallout/Fallout: Tactics. You didn't answer the question.
Because it's a trap. It's like if I asked you: "Why do you hate freedom, VD?"
I said it myself: The systems need to equally complex for my statement to work. ToEE is much more complex and much better made that the system in Fallout and Tactics. Thus, ToEE is obviously better. But let's say you used a proven class-less system instead.
By the by, again you're making this out to be about me saying class-less systems are better. Sure, I think so, but it doesn't really matter. The point is that they're not worse.
VD said:
- single player encourages jacks of all trades, which works best with skill-based systems.
- party-based encourages specialists, which works best with class-based systems
And I say that's bullshit. It depends entirely on how you design the system.
VD said:
the addition of multi-classing allows you to mix and match different abilities, which is a lot of fun in ToEE and IWD2. It gives you that flexibility you need and gives you more options than you can handle. I replayed ToEE 8 times simply because the character system was that good and experimenting with different class combinations was fun and changed the way you approached most encounters (playing an all rogue party (multiclassed, rogue is the primary class) was very different than playing a traditional party.
I agree. D&D 3.5 is so good because it is, essentially, a
very restricted class-less system at its core. If you need, say, the Mettle abiity of a level 3 Hexblade, the 3 levels work more as a prerequisite for the ability than as an actual class.
Because classes are so open in 3.5. This is extremely unique for this system by the way. They even dumped it in fourth, which I consider a huge mistake.
VD said:
classes aren't about having a fixed role; they are about having advantages & disadvantages
Aye to the first part. A fixed role. Which is bad for a player who takes the time to understand the system. It's only advantage is ease-of-use.
Nay to the last part. A restricted pool of points can force you into to live with certain disadvantages. GURPS actually does this directly; you start with a limited number of disadvantages you can pick. Say, Blind, Broken Arm, Paranoid, Bloodlust. These are always negative points (they add more points you can use in other places), and as said, you can pick up to a maximum number of negative points.
But there are plenty of other ways to do it.
VD said:
Not the same as having real weakness you simply have to deal with.
Because they were engineered in a shitty way. GURPS spent 20 years getting points right for their disadvantages, and I think they're at a pretty good state. Try going through the basic set and find a set of disadvantages worth -45 points (the norm limit) that are as those you describe in Daggerdale. Even if you could find such a said, a good designer (you, I presume?) can easily make sure his disadvantages matters in his game, and cripple the player sufficiently.
I'm not telling you how to make your game, Vince. Hell, I've said several times you sold me a copy the day you announced the shit, basically. What I'm saying is: I enjoy THE FUCK out of party-based combat, and that I don't understand your reasons for not choosing to roll with it.