Wrong. That's the design mistake made by D&D 3E. It's a flaw, not a feature, and it fundamentally contradicts the premise of RPGs.
Its wrong because you say so and yeah because 2E is so popular wrt 3E right?
It's wrong because, if you understand what RPG class represents to the character, it's idiotic that characters can take any class they choose and switch classes willy nilly every level. So it's wrong on a theoretical level. But it's also wrong on a gut/ intuitive level. Yes, 3E rules are fun and cool. But when you go back and play the IE games (there, better?), instead of feeling that AD&D rules are outdated, you instead start to see the reasoning and design behind things that used to seem nonsensical about AD&D.
I know it's harder to see with D&D but let's use VtM as an example. Imagine both
a) Bloodlines using a VtM ruleset where, there are no clans. You just have a list of vampiric powers and you can choose whichever ones you want to make characters.
b) Bloodlines using a VtM ruleset where characters can switch clans willy nilly. "I'll start my character as a Tremere to learn Thaumaturgy and then switch to Gangrel to learn Protean!"
Both games would be inferior RPGs. Game b) might be fun and cool, and so might game a), but they would be much worse roleplaying experiences than the real Bloodlines.
BG2's only greatness is content and the spell system, latter of which is the one of two saving graces of D&D; the other being monsters. The rest of BG2 is mediocre at best.
I'm talking about things that make BG2 special like the class stronghold quests, compared to Pillars' generic stronghold which was terrible. Even Romances at least acknowledge your PC's gender.
Or the way that your companions bantered with eachother, which DEPENDS on those characters being defined by their class, race, alignment and gender.
Let me explain why the class system is the *same at best* and mostly inferior as a feat based tree system,. What is a class? Its a class feature and skills tied to it.
Wrong. That's like saying an airplane is a large, expensive object made of titanium that has chairs, windows and wheels.
By taking a class in D&D you basically become the archetype of that role. A fighter can do little other than "fight", the wizard can do little other than cast spells (not really true because of how spells work, but that is beside the point). There are some badly designed but fun classes such as Druids and Clerics that do everything. But that's D&D. A classless system would rather build upon the idea of being proficient. Like having the healing skill at rank 1, for example, would allow you to perform CPR and having it at rank 4 would allow you to do surgeries. Since you'd have *limited* resources as you play the game you would have to choose which role you want to play. Do you become a dedicated healer? Or you pick up basic bandaging and invest into warfare instead? This will give you more flexibility which is reminiscent of the multiclass system. This is essentially stripping the class features of the D&D and giving them instead to everyone but at a resource cost. It generates more diversity in the builds and provides an access to create hybrid playstyles that are more representative of what the player really has in mind for a role, making the class system less appealing.
It's more fun but clearly you don't see why it is also a move away from the point of role-playing. Or that feeling you get when you play NWN, you've planned your awesome min-maxed character to level 40, and yet when you actually start to play the character it's no fun to play. The fun is increased in planning, customizing and creating the character, but it's been reduced in actually playing that character.
You might say that it's the player's own fault for min-maxing, but come on. Does anyone ever play NWN to level 40 as a Rogue? Or even level 20? Even the concept of "prestige classes" and "epic classes" encourage powergaming and clearly does not understand what character class is.
I'm not claiming AD&D was a perfect ruleset. Like I said, AD&D doesn't have a well-designed skill system, and games do need a skill system as they move away from tactical combat to open-world exploration and interaction, especially when those rules are being implemented in a computer game. But it's time to figure it out since skill systems are the gaping asshole of modern RPGs. I can list EVERY computer RPG that has a skill system and point out why it's retarded.
Wizardry 7 - the skill system encouraged players to abuse class-changing to max out skill points. Also, swimming training in Munkharma's dungeon...
Fallout 1/2 - "don't take x, y and z skills since there's magazines for those" but also imagine having to manage the character progression of a party of 6 under Fallout's system
NWN/ ToEE - Gah, my Paladin is going to start as a level 1 rogue for the extra skill points and to get Tumble as a class skill. Also - A LOCK! Gloves of lockpicking + Potion of Mastery Thievery + Bard song GO!
Bloodlines - even worse that Fallout 1/2 "take Brawl up to 3 so you can get free training to 4"
Age of Decadence - really the best example of a decent rpg that is nearly ruined by its terrible skill/ skill check system
Wasteland 2
Pillars - respec! respec! get your respec!
I could go on and on. These systems are all stupid and retarded, and it's time to stop making games saddled with them. Someone please design a skill system that isn't retarded. It's not that hard, and should have been done 15 years ago but WotC and BioWare fucked it up. Assigning skill points at level up is retarded, and straight skill checks or attribute+skill checks are also retarded.