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Classes or classless, which system is better in RPGs?

Desolate Dancer

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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)
Aww, thanks for using my example. For a moment I imagined that Geishas should have a skill to cause a "brown note effect" using pressure points, but I regretted it immediately knowing it would quickly evolve into a disgusting scat fetish meme. :negative:

So I do get where you are coming from, I even accept that you prefer a freer system as opposed to the rather strict class-based systems, all I'm saying is that:
- I haven't met a single class-less game that I liked, I hated all TES because of this alone, and every other similar rpgs to date
- my favorite game is BG2, so is my favorite d&d version is 2e, and consequently, the reason I hate all newer d&d versions is that they had deviated toward this whole mmo-ish dowhatyawant system, freedom to combine any class with any other class, all races are equal etc... That being said, it is completely legit for you or anyone to prefer different styles and methods. I just loved the flavor that 'Gnomes can only be Illusionists' and that 'Paladin must be LG, can't multi, and can fall', etc... To me, this gave immersion to the whole world, and without this the whole new direction is too gimmicky and sterile, anyway...

But just to play along I started to transform BG2 in my mind:
- What if there would be a choice in the beginning to choose "Custom Class" where you can buy all components of any class, and more?
- What if it would be possible to have both ways, I mean you have classes but you can also name and make your own class, but not like any other skill-based game did so far?

I imagine, if you could start BG2 having a 1000 points to distribute, and you could buy anything to make a custom class it would look like the following:
- Do you want to cast spells? Okay, you can buy Divine Scroll access for 4 points per memory slot/level, meaning that a 2nd level would cost 8 each slot, a 3rd level would cost 12 each etc... This means, that a Cleric who has access up to level 7th spells, and has 6 slots per level at max level would cost her 672 points in total. You must always chose the lower level first, so you can't have just 3rd level access and skip the rest, so there would still be some limitations around. But a Wizard by the same model would burn 984 points immediately, almost everything which would 'explain' why they can't use weapons, armors, or anything really aside from casting magic.
- Do you want to hit things in combat? Okay, you can buy THAC0 for 10 points each so a Fighter who improves his THAC0 at every level up to 20th will have to pay 200 points just for this alone.
- Do you want to use weapons? No problem, you can buy proficiency access for 4 points for every weapon type.
- Do you want to be good at using weapons? You have to buy this, and it would be costly the higher proficiency you want to achieve. The first star is is 10 points, 2 stars (Specialized) would cost 30 points, 3 stars (Mastery) would cost 90 points etc...
- You want to use Skills? Okay, it would be cheaper to pick Pick Pockets and would be a bit more expensive to pick up Stealth (depending on in-game usability, value).
- The system would be intelligent enough so if you manage to create an existing class it would immediately tell you. If not, you can name&label your own Custom Class ofc.
- Certain stuff you pick would be mutually exclusive, though you would still be able to do a lot of things that is inefficient or downright counterproductive. In order to do a Paladin-esque feature I would do the following: you can pick certain bad stuff that prohibits you from doing things, or incurs you penalties and limitations, but would in turn give you additional points that you can spend on different things (above 1000, but up to max 1150 e.g.) and there would be a limit on also how many shit you can pick. I mean, a one-eyed, one-legged and one-armed main char would be pretty idiotic to be used but then again, if you prefer having the option to create a cripple I could even accept that.
- You cannot go under a certain granularity. If you pick a component it will also unlock its HLA components, so you literally would have to pregen your custom class by also choosing all his potential future upgrades and career path. So many things you can buy will be a 'package' actually.
. The game would be intelligent enough to check for certain components, if you have access to Mage Book then you are automatically treated as someone who is trained in arcane lore. Other dialogue triggers would check for attribute scores.

I could live with a system like the above since it has an important cornerstone: first you create a class-based system and THEN you try and make it so that the class components and possibly some other unused components to be re-combinable with some minor caveats. The problem with most skill-based systems is that since they tell you to e.g. pick 5 minor and 5 major skills those skills will inherently be same-ish, as you have to bring them under a common denominator first in order to 'balance' the game out (gosh I hate this word). But in the above BG2 example you would literally say that "look, this skill costs waaaay more than this minor shit skill, since its much more powerful and useful in-game" so asymmetry and differentiation would be a part of the game still. Its still more difficult to do than a plain class-based game. It would still cost more time and money to do, and this is the reason that I still fear it is simply not possible. Furthermore, I know you probably hate 'hand-holding' and it is shit when it's overt, but I would argue it's an understandable game design principle. Maybe it is a good idea to enable players to have a sub-optimal build, maybe its not, this is again subjective.

So all we'd have to do is to find the lowest denominator components, be them skills, magic, feats, traits, detriments etc... for each and every class/archetype in a given fantasy rpg setting, which is much easier said than done, even if we do the classes first. I don't think I'll ever see the day for this to happen, there are far too many obstacles irl, but I would support any such initiative.:M
 

Stormcrowfleet

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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.

I think it depends on what kind of RPGs we are speaking about. Even RPGs that had retarded ways of dealing with each of the three points you mentionned could have them packaged as per the player's wish, such as Pillars of Eternity*. In such a game, only the abilities are prepackaged as per the class. But the background and the skills are chosen by the players independantly of the first choice (class/race).

* I chose on purpose a game I think is badly designed

That being said, it's true even of D&D on paper, even 5th Ed.: the background you choose and the skills you have are not prepackaged according to class, they are chosen by the players. You could play a very Arcana-lore oriented rogue or fighter, or a mage without Arcana. Just as you could play a criminal priest and a very devout rogue. If the DM is wise, he will use this to flesh out the story and how the world interact with the PC (and vice-versa) and therefore characters can be distinguished and "built" by the players.

I'm not trying to diss on your argument btw, I'm mostly ambivalent. I completely agree that, especially for CRPGs, players should have control over the background, skill and abilities of the character they play (or as you say, backdrop/horizontality/verticality). That being said, I'm still unconvinced about the fact that classes or class-based systems are detrimental to this.
 

Bohrain

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My team has the sexiest and deadliest waifus you can recruit.
Both can work, but it's easier for the developer to do mutually exclusive content with classes.
 

Stormcrowfleet

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Both can work, but it's easier for the developer to do mutually exclusive content with classes.
And harder to do emergent gameplay.

Mutually exclusive scripted content is all well and good, but we all know what the true incline looks like.
Out of pure curiosity, why do you say it's harder for emergent gameplay ? For example, if you keep skills and all, why would Fallout be less emergent with classes such as Raider, Tech, or whatever it would have ?
 

anvi

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Never seen a game with more emergent gameplay than Everquest and that was all classes.
 

Ysaye

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First, there're rules in the universe. E=mC^2 for example.

Somewhat on a tangent but can I just say that the above is an equation that models reasonably well the relationship between things we define as energy, mass and the speed of light for some ranges of those variables, but is not a universal rule / law (at least not in my experience of it, or my experience in the physics lab)?

There are mathematical rules, but we as mathematicians define those rules, and sometimes (like language) they help us describe the world clearly to others and are useful.

Anyway, back to whatever was being said.
 

the mole

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"All players must see all content" is one of the pillars of modern game design that has brought us the current sorry state of gaming.
So is fallout bad because you can min max your build and see almost all content
 

laclongquan

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First, there're rules in the universe. E=mC^2 for example.

Somewhat on a tangent but can I just say that the above is an equation that models reasonably well the relationship between things we define as energy, mass and the speed of light for some ranges of those variables, but is not a universal rule / law (at least not in my experience of it, or my experience in the physics lab)?

There are mathematical rules, but we as mathematicians define those rules, and sometimes (like language) they help us describe the world clearly to others and are useful.

Anyway, back to whatever was being said.
Are you saying Laurent Lellouch of France's Centre for Theoretical Physics just being a salary thief, a grant thief, and a falsifier of scientific research, dawg! Aint you?!

Note: said man just finish recently a confirmation of this equation describe the relation between mass and energy.
 

Stormcrowfleet

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"All players must see all content" is one of the pillars of modern game design that has brought us the current sorry state of gaming.
So is fallout bad because you can min max your build and see almost all content
I agree with this. What about the Gold Box game and so on ? I don't mean to say that having all content easily available is the way to go, but at the end of the day, I don't think "seeing content" is problematic.
 

Ysaye

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First, there're rules in the universe. E=mC^2 for example.

Somewhat on a tangent but can I just say that the above is an equation that models reasonably well the relationship between things we define as energy, mass and the speed of light for some ranges of those variables, but is not a universal rule / law (at least not in my experience of it, or my experience in the physics lab)?

There are mathematical rules, but we as mathematicians define those rules, and sometimes (like language) they help us describe the world clearly to others and are useful.

Anyway, back to whatever was being said.
Are you saying Laurent Lellouch of France's Centre for Theoretical Physics just being a salary thief, a grant thief, and a falsifier of scientific research, dawg! Aint you?!

Note: said man just finish recently a confirmation of this equation describe the relation between mass and energy.

No - I am saying that the equation is not applicable under all circumstances. You will have to settle for Wikipedia because I am not scanning in textbooks https://en.wikipedia.org/wiki/Mass–energy_equivalence (see the bit under Applicability of Strict Formula - which itself references Dynamics and Relativity, J.R. Forshaw, A.G. Smith, Wiley, 2009, ISBN 978-0-470-01460-8).

Fundamentally though it comes down to an understanding of the relationship between mathematics posed as a theory and the truth of the "real world"; I personally find Popper's Two Fundamental Problems of the Theory of Knowledge useful in this regards, but having dealt with theoretical physicists I know there are a variety of opinions.
 

mondblut

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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.

Holy-Grail.jpg


I wonder if preferences for classes with their rigid allocation of opportunities or classless with their "yay, everyone can be awesome at anything they want" maps to users' political allegiances...

Pope: Only true paladins of God can seek the Holy Grail!
PC: I am 68% in Swordsmanship, 54% in Heavy Armor and 41% in Healing Magic. I also got the "Initiate of Sky Fairy" trait from a quest. Okay, I admit I've got 18% Pickpocketing and even 8% in Black Magic of Evil, but that's ok, my Karma is +14 anyway from all the helping old ladies across the road and giving pittance to beggars that I did.
Pope: Okay, good enough, you can consider yourself a paladin from now on.
 
Last edited:

the mole

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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.

Holy-Grail.jpg


I wonder if preferences for classes with their rigid allocation of opportunities or classless with their "yay, everyone can be awesome at anything they want" maps to users' political allegiances...

Pope: Only true paladins of God can seek the Holy Grail!
PC: I am 68% in Swordsmanship, 54% in Heavy Armor and 41% in Healing Magic. I also got the "Initiate of Sky Fairy" trait from a quest. Okay, I admit I've got 18% Pickpocketing and even 8% in Black Magic of Evil, but that's ok, my Karma is +14 anyway from all the helping old ladies across the road and giving pittance to beggars that I did.
Pope: Okay, good enough, you can consider yourself a paladin from now on.
A paladin wouldn't need the popes approval to find the holy grail, if he was good enough at adventuring he'd find it on his own
 

mondblut

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A paladin wouldn't need the popes approval to find the holy grail, if he was good enough at adventuring he'd find it on his own

Non sequitur. Fact is, most classes represent certain social strata and status in a way which are impossible to implement adequately in a game (let alone computer one). You don't "become" a paladin or a druid by doing a bunch of half-assed quests, you get to be born and raised into it since earliest childhood. And basing the possibility to find the Holy Grail, be crowned King of Thieves or whatever on something as minuscule as character background tagged during character generation for that +2 dexterity bonus and conveniently ignored throughout the actual game is likewise half-assed.

In other words, classless is for libruls.
 

the mole

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A paladin wouldn't need the popes approval to find the holy grail, if he was good enough at adventuring he'd find it on his own

Non sequitur. Fact is, most classes represent certain social strata and status in a way which are impossible to implement adequately in a game (let alone computer one). You don't "become" a paladin or a druid by doing a bunch of half-assed quests, you get to be born and raised into it since earliest childhood. And basing the possibility to find the Holy Grail, be crowned King of Thieves or whatever on something as minuscule as character background tagged during character generation for that +2 dexterity bonus and conveniently ignored throughout the actual game is likewise half-assed.

In other words, classless is for libruls.
are you saying the pope needs to mention the holy grail in a conversation with you for the object to exist in the world
 

mondblut

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are you saying the pope needs to mention the holy grail in a conversation with you for the object to exist in the world

Nah. It just won't show up in the cavern of Aaaargh unless your character has a class byte set to 3. Regardless of his sword, armor and healing skills, his rank in the "fighting guys who can also heal" guild and his karma from giving water to beggars. Because this is not fucking san francisco :obviously:
 

anvi

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I should have used Paladins in my example. Lay on Hands - awesome in a class. OP in classless. Not that they would ever put it in a classless game, they would turn it into a 10hp heal you can use once a week.
 

DraQ

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Out of pure curiosity, why do you say it's harder for emergent gameplay ? For example, if you keep skills and all, why would Fallout be less emergent with classes such as Raider, Tech, or whatever it would have ?
If you have finer grained mechanics, you don't need classes.

Also, Bohrain , exclusive content is generally a recipe for falling into "if sneaky find a vent shaft" kind of mindless inanity.
If the content doesn't overlap, the only way out is to provide multiple exclusive options for multiple exclusive classes - which is not quite as bad as combinatorial explosion, but bad enough to force serious cuts in scale, scope, length, freedom or quality. OTOH, if the content overlaps and the system is classless each character should have a set of options (plus some suboptimal fallback ones). It is also possible to provide synergistic options (both in quests and mechanics) vastly increasing variety of builds in terms of gameplay without increasing variety of underlying mechanics.
 

DraQ

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Somewhat on a tangent but can I just say that the above is an equation that models reasonably well the relationship between things we define as energy, mass and the speed of light for some ranges of those variables, but is not a universal rule / law (at least not in my experience of it, or my experience in the physics lab)?

There are mathematical rules, but we as mathematicians define those rules, and sometimes (like language) they help us describe the world clearly to others and are useful.

Anyway, back to whatever was being said.
Wait, you have falsified mass-energy equivalence? Nobel when?
 

V_K

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. OTOH, if the content overlaps and the system is classless each character should have a set of options (plus some suboptimal fallback ones). It is also possible to provide synergistic options (both in quests and mechanics) vastly increasing variety of builds in terms of gameplay without increasing variety of underlying mechanics.
While I don't disagree on principle, does any game in existence actually have all that?
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
. OTOH, if the content overlaps and the system is classless each character should have a set of options (plus some suboptimal fallback ones). It is also possible to provide synergistic options (both in quests and mechanics) vastly increasing variety of builds in terms of gameplay without increasing variety of underlying mechanics.
While I don't disagree on principle, does any game in existence actually have all that?
Realms of Arkania HD
 

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