[MUD-Dev] Thoughts on Classless systems
gmiller at classic-games.com
Sun Jul 23 14:08:25 New Zealand Standard Time 2000
Travis Casey wrote:
> However, this isn't the only sort of class system that exists. Some
> games have what might be called "channeling" classes. In these, a
> character can learn to do anything (generally via a skill system), but
> it's easier for characters to learn certain things, which are
> determined by their class. The character's class also often sets
> starting skill levels. Such systems usually restrict characters to
> having just one class. Rolemaster is an example of this type of
It's always seemed to me that this was primarily a result of trying to
encourage specialization while using a skill system that wasn't designed
for it. As such, I've always preferred the idea of tweaking the skill
system itself instead.
> Another is additive classes. In these, a class is simply a package of
> skills; characters can take more than one class, in which case they
> have the skills of all the classes they've taken. Advancing in the
> class advances the skills associated with it, and there's generally a
> way to buy skills that don't belong to any class you have. This gives
> a sort of classless class system; you can effectively "change classes"
> at any time simply by stopping developing one class and starting to
> develop another. Fantasy wargaming is an example of this sort of
> system, and 3rd edition D&D is approaching this sort of system.
> (Note that some RPGs use one of these class systems, but call it
> something else -- "professions", for example.)
Aturion Dynasty has a variation on this theme. It has a set of
professions, and each prof is simply a prerequisite for certain skills.
On the other hand, it does include a few special abilities for some
profs (along the lines of restrictive classes) and this is used in
combination with a simple prerequisite skill tree (which was apparently
not considered sufficient to encourage specilization in and of itself).
Smarter than God? No, but I'm smarter than he was when he was my age.
*** Please limit .sigs to four lines and avoid HTML mail or posts. ***
MUD-Dev mailing list
MUD-Dev at kanga.nu
More information about the MUD-Dev