... Peter's post made me realize that I had, in fact, forgotten one archetypal class: * The Scholar: scientist, sage, librarian, walking encyclopedia, wiseman,...
Hi all, I am new to the group so I suppose I should introduce myself before asking my question. My name is George, I hail from Greece (but unfortunately not...
i love the new artwork in it, not the old regurgitated artwork from games past. i like what they are trying to do, as they put it take all thats good from...
Most of my experience is with D&D. However, I would say that what defines a Class is what abilities and Powers that class teaches. Skills are a part of this,...
FYI, while y'all are discussing different classes, let me chime in with my 2 cents worth - I don't like RPGs that have classes. At all. For what is IMO a...
Take a look at the Birthright setting for AD&D 2nd ed. It is available online for next to nothing as a PDF. I don't like the 2nd ed. of D&D, but this setting...
What is with so many people on this list suddenly not using capital letters? It's annoying and makes your posts harder to read (as do all the run-on...
... I can think of systems which neatly fit none of these categories, unless you're willing to allow some very flexible "classes" in the first category. In...
... I'm not crazy about 'classes' either, though what annoys me much more is levels of experience. I don't buy levels as applied in games like D&D, Palladium...
... _High Fantasy_, from back in 1978, has players choose a "class" and a "subclass". Oddly, these were from two different lists: Classes: warrior, wizard,...
i used to hate classes, then i began to appreciate them. now i think that for game mechanics the best option is a hybrid skill class system. i like classes for...
... My New Year's Resolution is that whenever someone calls a system "stupid", I will disagree with them, even if what they say is 90% true. Class-based...
... I would add a 5th: "packages". In some skill-based systems, characters essentially get a "volume discount" if they buy a group of skills together (usually...
Normally, I don't speak up just to pat someone of the back, but I think this is a particularly good point, Clay. This gives me food for thought. Greg...
From: "groundtwenty" <groundtwenty@...> ... (snip) ... I didn't like separate rolls for success and damage - it seemed to me that the times the divided...
... This just makes me smile. There is nothing analogous to CHARACTER SHEETS in real life either. Unless you want to play a game where all you get is a resume...
... Heh. Nice resolution. ... Sure you can... you just need to spend a lot more points. ... Well, part of this is because AD&Dv1 almost ignores attributes -- ...
... Another solution I'm using in my system is that skills depends on two or more attributes, with or without modifiers. Of course, when calculating skill...
... I tend to like "packages" that are shorthands for cultural background. Your character is a nomad? - then take the "Nomad" package, and you don't have to...
... I both agree and disagree. I like the success level to affect how much damage is done, so that a skilled warrior will tend to do more damage than unskilled...
... Pendragon has (or at least used to have; I haven't looked at recent editions) rules for running estates - in fact, characters are supposed to be (mostly)...
... You could also look at Harn Manor from Columbia Games. While this is for the HarnMaster system and the Harn game world, the material is sufficiently...
... There are other solutions: - Your attributes are derived from your skill selection, so the more skill levels you pick in, say, DEX-related skills, the...
... I don't agree that you "might as well have two rolls". Using a modifier for strength and/or weapon prevents the problem of "great hit, little damage",...