So you're saying that I could make a melee-necromancer and then let the rest of the party be his stereotypical bodyguards, since stereotypes would be powerful while alternatives would usually be weak? I guess that could work, but then I'd still have a mostly stereotypical party, and how is that significantly different from playing one character who's a jack of all trades? I mean, apart from the group vs single differences in battles? I don't consider Diablo II more of a roleplaying game when I hook up with four other players of different classes.Neverwhere said:I think obediah convincingly rebutted this argument above. In a party-based game, classes are just an expression of the division of labour that a party is meant to accomplish in the first place.
RGE said:Getting to decide who and what to play is half the RPG experience for me. When I'm not in charge of that, it becomes more of an adventure game. And the "what"-part is constantly being compromised for the bondage-loving hordes who keeps asking for the Dungeonmaster to chain them up and constrict them.
It is not a roleplaying game, goddamnit. It's one of the greatest games in existence, but it's not a pure RPG. So I find it quite difficult to compare it to RPGs.I don't consider Diablo II more of a roleplaying game when I hook up with four other players of different classes.
Correction: I'm ok with classes. Classes work best with a party-based setup. Skill-based systems work best with a single character setup, which explains my choice.AnalogKid said:VD preferred grids, but doesn't like classes. I prefer free movement but am OK with classes. In the end, I think it's clear that classes and grids are just arbitrary restrictions that are introduced to facilitate gameplay and game design. Both are acceptable to me as long as they're done well.
Arguing about magic from the position of logic is silly, I agree. I look at that "mages and their armors" dilemma from "is it a good and interesting way to play a class or a stupid attempt to railroad my character into a stereotype" point of view. In many cases, it's the latter.A lot of arguments so far have been about specific little details of this or that particular class feature (e.g. mages and armor), but I think that in any particular game-fiction, class distinctions can be accepted without suspending disbelief.
Goes without saying.In conclusion: Complex, thought-provoking, interesting classes good. Shallow, 1-dimensional, boring classes bad.
I didn't mean to put words in your mouth, thanks for the clarity.Vault Dweller said:Correction: I'm ok with classes. Classes work best with a party-based setup. Skill-based systems work best with a single character setup, which explains my choice.
I get the impression many people automatically discount any form of classes. So I didn't think it could go without saying.Vault Dweller said:Goes without saying.In conclusion: Complex, thought-provoking, interesting classes good. Shallow, 1-dimensional, boring classes bad.