Tanuki Tales
2012-04-15, 10:30 AM
In my experience of table top gaming, games tend to approach characters in one of three ways (yes, there are probably more I haven't encountered yet, but this thread is just about these three) or a mix of these three:
Modular: The game has one single base class that all characters use. This one class though has access to a multitude of trees that they can choose and level through, gaining abilities and customizing themselves from one another in this way.
Classless: Characters don't have a "class" as is normally recognized in most games (though they may have a specific archetype or race or affiliation that grants them prime access to certain things). They have a pool of resources that they can spend on abilities, skills, attributes, weapons and other options to customize themselves and increase their power. Instead of "leveling" per se, they gain more resources as the game goes on.
Multiple: The staple format for games like Dungeons and Dragons, Legend, Pathfinder and their fellows. There's a class for nearly every occasion and nearly every possible idea and there are even "prestige" classes that further customization, power, etc.
Talking Points
Which of the three do you prefer to run games for as a DM/GM/ST/etc.?
Which of the three do you prefer to play when you're in the Player chair?
Which do you think is more conductive to game balance and allowing a player to find the more enjoyable game experience (in regards to all facets of gaming such as combat, puzzle solving, social intrigue, etc.)?
Which do you think is the worst?
If you were designing your own game system, which of the three would you be most likely to use? Would you make a combination/hybrid/etc. of them?
Which would you be least likely to use?
Modular: The game has one single base class that all characters use. This one class though has access to a multitude of trees that they can choose and level through, gaining abilities and customizing themselves from one another in this way.
Classless: Characters don't have a "class" as is normally recognized in most games (though they may have a specific archetype or race or affiliation that grants them prime access to certain things). They have a pool of resources that they can spend on abilities, skills, attributes, weapons and other options to customize themselves and increase their power. Instead of "leveling" per se, they gain more resources as the game goes on.
Multiple: The staple format for games like Dungeons and Dragons, Legend, Pathfinder and their fellows. There's a class for nearly every occasion and nearly every possible idea and there are even "prestige" classes that further customization, power, etc.
Talking Points
Which of the three do you prefer to run games for as a DM/GM/ST/etc.?
Which of the three do you prefer to play when you're in the Player chair?
Which do you think is more conductive to game balance and allowing a player to find the more enjoyable game experience (in regards to all facets of gaming such as combat, puzzle solving, social intrigue, etc.)?
Which do you think is the worst?
If you were designing your own game system, which of the three would you be most likely to use? Would you make a combination/hybrid/etc. of them?
Which would you be least likely to use?