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Mkoda wrote:"We can make it classless!" Hardly new, already been done, and even then you fall into a lot of the same tropes. The brawler, the talker, the thief, the warrior, the ranged expert, the medic. Removing classes is fine by me but it just imposes limits early on. With a classless system you tend to set your own limits. Though WL never had classes so I can't see how this is an issue.
tuluse wrote:Mkoda wrote: This is when I learned luck influences more than I thought in Fallout 2, I got a ton of really cool random encounters.
Gizmo wrote:tuluse wrote:Mkoda wrote: This is when I learned luck influences more than I thought in Fallout 2, I got a ton of really cool random encounters.
Luck (in addition to critical hit chance) influences any other random number for the PC; anything in the way of a virtual die roll.
Gizmo wrote:tuluse wrote:Mkoda wrote: This is when I learned luck influences more than I thought in Fallout 2, I got a ton of really cool random encounters.
Luck (in addition to critical hit chance) influences any other random number for the PC; anything in the way of a virtual die roll.

This really shouldn't be the point IMO... Classes create game pieces. They can be quite literally creating knights, rooks & bishops; each with their own abilities, and not shared. Each with their own differing game-play experience. What I commonly see in RPG game forums is players demanding Queen-like characters that have whatever strikes their fancy and makes them feel empowered. "Why can't my Medic have a mingun and a jetpack", "Why can't my wizard also be a ninja and fight with a talking magic scythe?"tuluse wrote:The idea with no classes is that you're free to make your own classes. The argument that there is no point because people will simply use common tropes anyways is pointless.
Yeah... that's not what was implied; that's not semantics. 'Giving a dude 2 points in a skill nobody else had.. boom specialist' was implied, but I'm hoping for PC aptitudes that would make leaning towards certain specialties advantageous.Drool wrote:The characters in Team Fortress 2 aren't all the same class with specializations. It's a series of classes. Scout class. Spy class. Heavy class. That's like saying there's only the "adventurer" class in D&D and all that warrior, thief, paladin, mage stuff was "specialization".
Wasteland had no classes. You can say everyone was "Ranger class", but that's just arguing semantics. If you wanted a specialist, you gave a dude 2 points in a skill nobody else had. Boom. Specialist.

It depends on how one views the game (I'd think). I like the enemy wizards in Witcher, and Gandalf swings a sword, but Classes are game archetypes; they don't have to match everyone's individual fiction. A wizard in a game can be restricted from using a sword if the sword is a prime reason for playing a different class.Zombra wrote: But to outright prevent a mage from swinging a sword is stupid. One zebra's opinion.
~and vice versa... A fighter can be restricted from learning spells ~even if only because it's inconvenient and overpowering.Gizmo wrote:The RPG [game engine] can handle a sword swinging, spell casting; Lich, lycanthrope, master thief... but that doesn't mean they should ever allow that to be played as the PC IMO.

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