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Question: Saving Throw Poll - Mar. 22, 2006, Character Abilities and Advancement Total Votes: 14
Poll choices Votes Statistics
I prefer character abilities and advancement being primarily based on classes and gaining levels. 5 [35.71%]
I prefer character abilities and advancement being primarily based on gaining points to spend on individual skills. 3 [21.43%]
I don't have a preference between a skill-based or class-based system. 6 [42.86%]
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Topic: Saving Throw Poll - Mar. 22, 2006, Character Abilities and Advancement
Post #1 Skip to the next post in this topic.
Posted On: Mar. 22 2006, 6:17 AM
Nwash Offline
 
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In tabletop RPGs, do you prefer character abilities and advancement being handled mostly through classes and gaining levels or through spending points on individual skills?  What tabletop RPGs do you think have the best systems for creating and advancing characters?  What games have you played your favorite characters under?
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Post #2 Skip to the next post in this topic.
Skip to the previous post in this topic. Posted On: Mar. 22 2006, 11:25 AM
noodle Offline
 
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i like gaining character abilities through levels and classes.. i honestly think that just "buying" them with points doesn't really scream "earning" them..

my favorite character, melanie, who was nicknamed "hippie cleric" in D&D was the best time i ever had.
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Post #3 Skip to the next post in this topic.
Skip to the previous post in this topic. Posted On: Mar. 23 2006, 6:03 PM
Darkniciad Offline
 
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I've always preferred a class/level based system.  I prefer to see concrete goals ahead and simple decisions rather than micromanaging half a dozen things trying to choose what skills to "buy"

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Post #4 Skip to the next post in this topic.
Skip to the previous post in this topic. Posted On: Mar. 27 2006, 4:47 AM
Scarmiglion Offline
 
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Hm, this is a tough one. I like both. Levels are cool in that they're easy to manage; one level up, do the math all at once, and you're done, but I've never liked how "staircasey" it is. Point buy systems are nice in that you can grow slower over time (say, instead of a level every 2 or 3 sessions, we would grow a tiny bit after each session), and it seemed to be better that way.

"Hey look, I suddenly have the ability to dodge fireballs!"

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Post #5 Skip to the next post in this topic.
Skip to the previous post in this topic. Posted On: Mar. 27 2006, 5:04 AM
Nwash Offline
 
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(--Scarmiglion @ Mar. 27 2006,07:47)
QUOTE
Hm, this is a tough one. I like both. Levels are cool in that they're easy to manage; one level up, do the math all at once, and you're done, but I've never liked how "staircasey" it is. Point buy systems are nice in that you can grow slower over time (say, instead of a level every 2 or 3 sessions, we would grow a tiny bit after each session), and it seemed to be better that way.

Yeah... I'll admit, there are serious benefits to a class-based system.  It's easier for a designer to ensure that characters will have an reasonably effective set of skills, abilities, powers, or whatever as it relates to a particular class.  It removes the need for micromanagement and makes it more likely that players will take things they'd otherwise overlook.  It's also somewhat brilliant from a sales perspective, as additional classes makes for easy additional content to bulk up sourcebooks and make more.  I don't deny any of this.

But, the general lack of flexibility and the "staircase" way it advances your character are the exact things I don't really like about it.  This is why I prefer point-based systems; even though it involves more micromanagement and does  create more potential for pitfalls, it's just more natural-feeling and gives you a real feeling of control over what your character really is.

Class-based systems also feel more natural in fantasy settings, and I think they tend to work better there.  I don't think fit well with sci-fi based settings, though.

I had been, and really still am, considering a way to make some kind of true hybrid system.  Not d20's you-get-to-improve-some-skills-at-level-up type of system, where the skill system is really just kind of an add-on to the class system, but something where class and point-distribution would be more equal in importance and confer the advantages of both.


Edited by Nwash on Jun. 16 2006, 1:23 AM
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Post #6
Skip to the previous post in this topic. Posted On: Aug. 22 2006, 3:36 PM
emhilradim Offline
 
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I'm sorry, your options are too limited.

I have a custom system where players improve skills through use, rather than through points and/or levels.

And for abilities, I tend to use a system of talents and the such that players can pick up along the way if they feel so inclined.

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