jardinko-blog
jardinko-blog
Chaotic Mind
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jardinko-blog · 6 years ago
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Firstly: Arguments Against Class Based RPGs
The base arguments against class based RPGs, is that it leads to a lack of player choice and that it is anachronistic. Having a certain number of classes, and therefore that amount of playstyles, but by using RPGs as a means of cooperative storytelling, it’s possible to create, or write, a character that fits outside the class-system and should therefore play unlike any existing class. Because most RPGs necessitates player characters getting a class, it’s not possible to play as characters who doesn’t (more or less) fit into one, if not by choosing an existing class and playing around it or creating a entirely new class (usually with the assistance of guides provided by the RPG in question).
Most GMs doesn’t allow for homebrew classes because they’re often unbalanced, which leads to some players feeling unchallenged and others feeling incapable, and while using a excisting class but flavoring it differently solve some of these problems, not using some abilities because they would be out-of-character can be extremely handicapping. Assigning every ability to one or several classes means that classes can carry some abilities that doesn’t suit the character and while using those abilities wouldn’t fit the character,  not using some abilities because they would be out-of-character can be extremely handicapping.
In addition to the fact that too many abilities in a class is often bad, the search of a class that suit all needs is usually extremely hard. Even in systems with unbelievable many options, - like having a bunch of core classes, prime classes, prestice classes, sub classes and mixed classes and having each option be filled with even more choices having a cleric choose a god to worship, choosing a fighters martial training or a socerers magical origins, each providing different packs of abilities - finding a class that ticks all the proverbial boxes, is still somtimes impossible.
The friction in the fiction created by each character having a class is mainly the anachronism of it. Each class being able to only carry and use specific equipment is a great way of balancing the game, but makes little sense during play, as in; “why can’t my ranger try to use the sword in front of her?” Obviously a “real world” ranger would be able to pick up the sword and swing it, even if they aren’t proficient in it, nor able to hit anything moving with it. In pen and paper games that’s of course up to the GMs descretion if they allow the player-characters to try - for them - impossible feats, but there’s still situations where it would be unballanced for characters to do seemingly innocuous act, because the rules have the action assigned to other classes. It would bassicly strip one class of one of their abilities, if allowing everyone else to do that too.
Another anachronism is that getting or having a class in a RPG, often attributes - well - attributes to the character without any narrative explanation, like “I just woke up one morning an was able to shoot fireballs out of my fingertips and fight really good with a mace.” A good GM can of course use storytelling to get around that problem, but finding a narrative solution can quickly become a chore. “Last week i trained every day in the dojo and can now martial arts and this week I’m training in the barracks to become a better archer and next week…” Abilities are often dealt out with a charitable hand; plentifully and in quick succesion, which would lead to the game drowning in explanations how the character got them.
The last way that some find the class system to be anachronistic is that the system often becomes parts of the fiction through it. Having the players recognice mechanics in the world, takes some players out of the experience. A group can try to hide it by having using different behaviors while leading to the same consequenecs, to mask the underlying ability, and that usually works great, but necessitates dicipline and an experienced GM.
There’s plenty of alternatives to the class based RPGs, some even already made and available to purchase. GURPS or other generic RPG systems often gives the players some skillpoints and a bunch of abilities to buy in whatever mix and match their heart would desire and World (or Chronicles) of Darkness achieves the same goal in much the same way. And having a way of providing players with the power to customize their characters with the abilities that fit them, it begs the question: “why do we use class based systems?”
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jardinko-blog · 8 years ago
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Hey
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