But as already mentioned in this thread, Underrail already solves this problem elegantly: if you want to be able to use psi you need to take a pill that unlocks your character's psi potential, but also reduces his maximum HP. Congratulations, you just became a wizard - without having to pick a restrictive class! Instead, an in-game action (taking a pill that unlocks psychic powers) unlocked the potential for you to learn specific abilities (magic spells). There is no reason why a fantasy game wouldn't allow that, too - you meet a wizard, do a quest for him, he is grateful and offers you apprenticeship. Now magic spells are unlocked as things you can learn on levelup. The points you invest into learning magic can't be invested into combat or diplomacy, so you're not going to be as good a fighter or diplomat as one who doesn't learn magic. It's kinda like multiclassing, except without the artificial construct of "class".
Sorry, but that is incredibly
not elegant. Basically, you're saying that there should be feats that are so powerful - like being a psyker - that they practically define the character, while other feats come in the form of "+5% accuracy," with no proper conceptual or design guide line to distinguish the two. This is the opposite of elegant and it only becomes worse when you consider that the "psyker" feat must now be made a prerequisite to every other psionic feat in the game. So the player is forced to figure out which feat is a super feat in the game using spoiler guides in order to plan his or her character, because some of these super feats are even hidden and not available at the beginning of the game. Congratulations?
Uuuh no, it is actually a good idea for various characters to
not take the psi pill because it irrevocably and permanently lowers your max HP by a percentage, meaning that a melee or shotgun character who likes to get up close and into harm's way is worse off with it. Is it really worth it giving up a chunk of max HP to cast a handful of spells at a low level, when you specialize your character in non-spellcasting skills and abilities?
Also, no, none of the feats in the game are hidden, except for those you gain by doing something in-game. You can show all unavailable feats on levelup, and which prerequisites they have, so you can plan a build in advance. And getting the psyker feat doesn't require you to invest any points. You get it by swallowing a pill that unlocks your psi potential but also reduces your max HP. It comes with benefits and drawbacks.
Most weapon-associated feats also come with new abilities rather than being a simple +5% to hit. There's a feat that has your sword attacks inflict wounds on enemies, there's a feat that lets you do a stealthy sniper takedown with rifles and crossbows, there's a feat that lets you throw grenades faster, etc etc. No boring +[X]% stuff, but actual changes to how your character plays and what he can do. Underrail's feats have as much impact on your character as classes in D&D, except it's more flexible and you can try a broader variety of builds. Of course, you also have a greater risk of screwing your build up, but that's a small price to pay for the greater flexibility - and hey, some people even love trying to play with unorthodox builds that seem unviable at first glance.
A pal of mine once made an "Argonian Pearl Diver" in Morrowind, with his major skills being athletics and acrobatics even though those are pretty useless. Why? Because the game allowed him to and he wanted to give it a try. I once played a techno-mage in Arcanum who was shit at both magic and tech because magical and technical aptitudes cancel each other out. It was a shit character, but I gave it a try because I could, and it was fun.
A good way of designing feats is to not have any boring generic "this feat gives you a higher to hit percentage" at all, and have every feat add a powerful or at least interesting ability to your character. Feats should offer horizontal character growth, while vertical character growth is governed by skills. Increasing your melee skill makes you better at hitting things with melee weapons. Taking the "dual wielding" feat lets you wield two melee weapons at once. Taking the "sweeping attack" feat lets you perform one attack that hits two or more enemies.
If your classless system has skills that increase your effectiveness at a certain action, say, every point invested into melee weapons increases hit chance by 1%, but then also has feats that do exactly the same thing, like a feat that gives +10% to hit chance on all melee weapons, it's a badly designed system because of the redundancies within it. It's not a fault of classless systems themselves, it's a fault of that particular system, just how, for example, bards being entirely useless is not a fault of class-based systems or bards in general, but of that particular system making bards useless.
What if you want your character to have had a magic education before starting the game?
Simple, add Daggerfall-style character traits that you can buy during character creation. "Was a wizard's apprentice" could be one such trait that is bought for the value of, say, 3 skill points or whatever.
So now you want to introduce "traits"
in addition to "feats" just to fill in the gap of not having "classes." This is the problem I've described, all along, with skill-based design philosophies: their allergy to classes!
It's not to fill in any gap, it's to fulfill a specific function. The thing with class-based systems is that "class" collects various different functions under an umbrella.
Our beloved example of the geisha would be such an umbrella. As a functional monk/masseuse/courtesan she would have the following elements:
- she is good at unarmed combat, giving massages, and having sex (all three of which are skills)
- she has a certain educational background which taught her calligraphy and social etiquette (which is a background)
- she knows a couple of special attacks that allow her to attack pressure points on the enemy's body to cause debuffs (which are abilities)
In a classless system, you would pick each of these elements separately. The background would be something like "Courtly Education". The skills are bought with skill points. The abilities are either bought, too, or learned in-game from trainers based on prerequisites (you can learn special unarmed pressure point attacks if your unarmed combat and massage skills are high enough).
Each of these elements have a specific function.
Skills = vertical ability. How good are you at this activity?
Abilities (or feats, or whatever you wanna call them) = horizontal ability. How many different special actions can you perform?
Background = pre-chargen history. What did you do before the start of the game, and what are the benefits and drawbacks you gain from it?
Class-based systems are basically just pre-packaged kits made from these individual elements.
In a classless system, you allow the player to package these elements however he wants.
Class-based has an advantage I haven't seen mentioned yet. Characters have a "skill level" in the classes they have levels in. An NPC can require the party have a level 5 Paladin for an assignment. In a classless system you'd have to have a requirement for level 4 swords, level 2 turn-undead, level 2 enhancement magic, level 2 healing magic, level 5 fear resistance, etc. to simulate this.
No you don't. In a classless system you can have an NPC offer a quest to "Someone who is capable of dealing with liches" when the object of the quest is to kill a lich. Why restrict it to a level 5 paladin in particular? Have you ever encountered a quest so pointedly specific that it required exactly one type of character, and only that type of character? It feels pretty artificial to be honest. Nobody would offer jobs that way.
How jobs would instead be offered:
Hear ye, hear ye, brave adventurers of the land!
I require someone to deal with an undead problem in my basement. I dumped my dead relatives there years ago and forgot to bury them, now they rose up and haunt my wine cellar. If you are capable of dealing with common undead, please report to 45 Retard Street.
or:
My daughter is sick and nobody in this town has a cure for her. Whoever manages to cure her from her sickness will be richly rewarded!
Rather than making the quest exclusive to a class, you just tell the player what the quest is about. NPCs who give out quests have a thing they want done and are willing to pay whoever is capable of doing it. Therefore, the only prerequisite for taking the quest should be the ability to do it, not being a certain character class or whatever. Yes, you might now say "But the quest about curing the sick daughter requires a cleric because only clerics have healing magic!" but that's a bad way of thinking about quests. Restrictive and artificial. Why is using healing magic the only way to cure her? Can't an alchemist collect some herbs and prepare a cure? Maybe a devious witch can even offer a charm with the promise that it heals her if she wears it around her neck, but actually it's just a placebo that does nothing. Hey, wow, if you think about quests in the terms of "What are the possible actions players can perform, considering the skills and abilities available in the ruleset?" rather than "Which particular classes would be able to solve that quest?" you end up with a more open-ended and C&C heavy quest design.
No questgiver in their right mind would say "Yeah I need someone to deal with the undead in my basement but if you're not a level 5 paladin I'm not gonna let you try, sorry."
If the quest requires you to be part of a certain faction - like Paladin and Cleric being stand-ins for "is member of a religious faction" - then that can also be solved by a classless system. Just have factions for the player to join. Done.