Skill based systems are inherently better than class based systems and anyone who disagrees is objectively wrong and a servant of Angra Mainyu, the su...

Skill based systems are inherently better than class based systems and anyone who disagrees is objectively wrong and a servant of Angra Mainyu, the supreme dark spirit of the Zoroastrian religion.

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  1. 1 month ago
    Smaugchad

    Classes are just pre-balanced packages of skills - you can provide classes in skill-based systems and you can tear the skills out of class based systems, alter and reassemble them if you want. Lord knows there's plenty of homebrew classes out there.

    • 1 month ago
      Anonymous

      This is a very good way of thinking about things. System designers should focus on making classes an easy way to make a character, otherwise they have no point.

      I wish my table would play something other than 5e. It's the worst of both worlds.

      • 1 month ago
        Smaugchad

        Aw 5e's classes are pretty well balanced while still offering a fair amount of customization. Considerably less cookie cutter than 4e. See if your DM will let you use a homebrew class.

        • 1 month ago
          Anonymous

          Classes are just pre-balanced packages of skills - you can provide classes in skill-based systems and you can tear the skills out of class based systems, alter and reassemble them if you want. Lord knows there's plenty of homebrew classes out there.

          Balance is a load of crock. What matter matters is viability and whether you can make a meaningful contribution without completely overshadowing everyone else.

          • 1 month ago
            Smaugchad

            >you can make a meaningful contribution without completely overshadowing everyone else
            So... balance?

            • 1 month ago
              Anonymous

              Balance is a trigger word for some people here.
              They have hallucinations about controllers and television screens whenever they see the word.

              • 1 month ago
                Anonymous

                This.

                Anyway, the benefit of class-based systems is that you don't need to consider every possible combination of abilities all the time, allowing you more freedom in designing abilities for your game.

          • 1 month ago
            Anonymous

            >viability and whether you can make a meaningful contribution without completely overshadowing everyone else.
            That's called balance.

        • 1 month ago
          Anonymous

          Not sure what you're on with this take. 5e's customization is cumbersome. Each class has different customization options with different rules and restrictions. Despite having to make so many decisions while making a character, a lot of them don't feel impactful or come with flavor baked in that doesn't match the character I'm trying to make.

        • 1 month ago
          Anonymous

          5e's class system and balance is fricking terrible what are you smoking

        • 1 month ago
          Anonymous

          >5e's classes are pretty well balanced while still offering a fair amount of customization.
          I know you're stupid since you're a namegay, but are you really this dumb?

        • 1 month ago
          Anonymous

          >Considerably less cookie cutter than 4e.
          Only an issue if you use nothing but the PhB. 4e classes have a shitload of customization once you dive into the compedia.

        • 1 month ago
          Anonymous

          >5es classes are pretty well balanced
          It's almost as badly balanced as 3/.5, and that was literally intentionally unbalanced.

    • 1 month ago
      Anonymous

      Frick off, namegay.
      >muh balance
      As moronic as ever, I see.

    • 1 month ago
      Anonymous

      No they're not, classes rarely have any special consideration of skills because skills don't do anything on DnD. Classes lock you in to one track of progression and prevent you from doing things like taking your XP and getting better at JUST lockpicking or JUST magic. Good games let you develop your character how you choose. You're a name homosexual creep and nobody should ever listen to you.

      • 1 month ago
        Smaugchad

        >Comparing lockpicking as a skill to "magic"
        Wew lad.

        Still, you should try 3.pf

      • 1 month ago
        Anonymous

        >prevent you from doing things like taking your XP and getting better at JUST lockpicking or JUST magic
        Yeah, that's what a pre-packaged grouping of skills would be. Also known as a class.

    • 1 month ago
      Anonymous

      What the frick are you on about?
      You're presenting some vague theory bullshit like a general fact. This applies maybe to a few specific games but is absolutely wrong for so many more, so state what fricking system you're talking about.

    • 1 month ago
      Anonymous

      But it's far easier to
      >provide classes in skill-based systems
      than to
      >tear the skills out of class based systems
      which is why I still prefer skill-based systems.

  2. 1 month ago
    Anonymous

    I'd argue that class systems executed properly
    >(classifications of weapons & powers that fit together in an implicit setting using any or all of the system's aspects)
    are better than improperly executed systems
    >(classifications of literature icons that neither mesh with each other nor the challenges of an implicit setting using any or all of the system's aspects)
    because the latter is not only less fun to play, but also has ludonarrative dissonance and no internal consistency.
    The aforementioned proper class system is augmented by the ability to multiclass and having all options viable to a significant degree, and by a skill system that uses skills with the active connotations of the word as declared actions with varied effects, instead of as just a passive bonus to a roll that some hack can change for any or no reason.
    But this all depends on your willingness to play a game, rather than just staying hinged on something solely for the fact that it's a household name.

  3. 1 month ago
    Anonymous

    Skill based systems are just class based systems with extra steps.

    • 1 month ago
      Anonymous

      this is quite literally the opposite of the truth...

      • 1 month ago
        Anonymous

        Honestly they are, because cheesing GURPS or Shadowrun or whatever usually involves building a some combination of a hyperspecialized combatant, a hyperspecialized diplmat, a hyperspecialized investigator, etc. In general, classless systems tend to let you hyperspecialize to a much greater extent than most class-based games. And the more you can pump something, the more likely you are to run into edge cases or exceeding the range of values the game was implicitly designed around.

        >5es classes are pretty well balanced
        It's almost as badly balanced as 3/.5, and that was literally intentionally unbalanced.

        5e has an interesting problem of gishification such that classes lose their identity, and the optimal party ends up being 4-5 guys that all cast spells and maybe do something else.

  4. 1 month ago
    Anonymous

    Classes work for rules light systems and thats about it

  5. 1 month ago
    Anonymous

    I have yet to see a mechanically solid skill-based system.

    • 1 month ago
      Anonymous

      Servant of Angra Mainyu, the supreme dark spirit of the Zoroastrian religion

    • 1 month ago
      Anonymous

      Vampire: The Masquerade 20

      • 1 month ago
        Anonymous

        Vampire is a class-based system

        • 1 month ago
          Anonymous

          Oh no, vampire is a =socioeconomic= class-based system.
          Common mistake.

    • 1 month ago
      Anonymous

      Have you seen a mechanically solid class-based system?

      • 1 month ago
        Anonymous

        On average they tend to be more solid, on account of inherent role protection. In skill-based systems, you tend to either end up with pseudoclasses or 4xMr. Optimal.

        Just figure out your genre archetypes, make classes, and save yourself and your players the analysis paralysis in character creation.

        • 1 month ago
          Anonymous

          I've rarely seen analysis paralysis be a problem, even when players more familiar with class-based systems move to skill-based systems. Inherent role protection doesn't really make a game more solid, either. The bet way to handle character creation is probably some kind of a lifepath system, with character advancement after character creation being skill-based. That makes for easier chargen and helps make sure that the starting skillsets are solid, without coming with all the downsides of class-based systems.

          • 1 month ago
            Anonymous

            This is just a class system with extra steps.

            • 1 month ago
              Anonymous

              It's really, really not. Calling a defined starting skill package that doesn't restrict future progression a class requires redefining the term pretty radically.

              • 1 month ago
                Anonymous

                The skill packages are still designed with certain character archetypes in mind, and the system should have the tools to SUPPORT those archetypes as well. At that point if you have the skeleton of each archetype laid out already, what do you gain by removing the clarity that a class system brings in aligning tools and providing structure? Clearly you see some of that scaffolding as necessary, or you wouldn't want there to be codified starting positions.

              • 1 month ago
                Anonymous

                What do I gain? Freedom and flexibility, of course. Was that a genuine question?

                >Clearly you see some of that scaffolding as necessary
                No, I see it potentially useful for new and less mechanically savvy players. I'd still choose a fully skill-based system with none of that 'scaffolding' over a class-based system any day, because the clarity of a class-based system just isn't worth its restrictions.

              • 1 month ago
                Anonymous

                The best middle ground is careers.

                You can bake all the secondary skills you want inside them (as opposed to skill based games where you usually have to waste points to fluff out your character) + it is usually way easier and encouraged to buy other careers in games that use them than multiclassing in games with classes.

                IE a guy with a good amount of levels on the "knight" career knows how to fight with the lance and the sword plus basic tactics, horse riding, heraldry, courtesanship and anything else that might make sense.

                Just stop playing powergamey gishes that want to do everything.

              • 1 month ago
                Anonymous

                Trying to do everything is the opposite of powergaming in most systems, as specialists are usually more optimal than generalists, especially in the context of a group of PCs.

      • 1 month ago
        Anonymous

        Several. The closest to a decent skill-based game (Shinobigami) still separates its ninpo by clan.

        • 1 month ago
          Anonymous

          What are these solid class-based games? The class-based games I've tried have generally been worse than skill-based games, but I don't claim to have tried every game out there.

          • 1 month ago
            Anonymous

            Shinobigami, for one. Forbidden Lands, BitD, and Spellbound Kingdoms are standouts.
            I’m not claiming I’ve played every game either, I’ve just yet to see a skill-based game that works.
            Actually I tell a lie, Sentinel comics is skill-based and it’s awesome.

            How are CoC and Traveller not mechanically solid?

            Haven’t played CoC, but Traveller bottoms out after the admittedly very strong character creation. It’s not that it lacks direction (debt), it’s that your options become less about engaging with the system and more about engaging with whatever plot or stumbling block the GM has cooked up.

            • 1 month ago
              Anonymous

              >hasn't played CoC
              >his complaint about Traveler's skill system has absolutely nothing to do with said skill system
              It's just a dndogshit drone, I see.

              Progression should be up to the player. Forcing people to go down a narrow tracked class path is strictly worse than simply not doing that and pricing character advancements directly with XP, like in GURPS or WoD.

              • 1 month ago
                Anonymous

                It has everything to do with the skill system. It’s coasting off the dice rolls as the meat of the game. There’s a dearth of explicit effects, of gameplay texture. It’s mechanically equivalent to lite systems like risus or FU, but with more crunch (because it’s trying to be a sim, not a boardgame).
                And I haven’t played d&d in years.
                >Progression should be up to the player
                This is completely irrelevant

                BitD is pretty good, but also a good example of classes working specifically in the context of a light and tightly focused game. For crunchier and/or more versatile games classes don't gave much going for them.

                Yeah no disagreement here.

              • 1 month ago
                Anonymous

                >It has everything to do with the skill system. It’s coasting off the dice rolls as the meat of the game. There’s a dearth of explicit effects, of gameplay texture.

              • 1 month ago
                Anonymous
            • 1 month ago
              Anonymous

              BitD is pretty good, but also a good example of classes working specifically in the context of a light and tightly focused game. For crunchier and/or more versatile games classes don't gave much going for them.

    • 1 month ago
      Anonymous

      How are CoC and Traveller not mechanically solid?

    • 1 month ago
      Anonymous

      Burning Wheel

      • 1 month ago
        Dicemaster

        I tried to get into BW. Man it was convoluted. I gave up after I realized I would be hard pressed to find someone to play it with me.

  6. 1 month ago
    Anonymous

    The best middle ground is careers.

    You can bake all the secondary skills you want inside them (as opposed to skill based games where you usually have to waste points to fluff out your character) + it is usually way easier and encouraged to buy other careers in games that use them than multiclassing in games with classes.

    IE a guy with a good amount of levels on the "knight" career knows how to fight with the lance and the sword plus basic tactics, horse riding, heraldry, courtesanship and anything else that might make sense.

    • 1 month ago
      Anonymous

      Careers is literally just another phrase for classes in RPG context.

      • 1 month ago
        Anonymous

        They're not, though.

      • 1 month ago
        Anonymous

        Not really, to me they are much more like a middle ground between skill packages and classes.

  7. 1 month ago
    Anonymous

    So explain why classses would make, say, Call of Cthulhu, better or more "mechanically solid" or whatever.

  8. 1 month ago
    Anonymous

    Class-based work best for screen plays and video games, like PbtA and D&D. Skill-based works best for roleplaying. Simple as.

    • 1 month ago
      Anonymous

      you wish to roleplay, yet buckle at the idea of a role to play
      curious

      • 1 month ago
        Anonymous

        Mechanical aspects are the parts that are not roleplaying.

  9. 1 month ago
    Anonymous

    I have only the vaguest idea what you're talking about, but I like both your picture and turn of phrase so I'm giving you my full support.

    • 1 month ago
      Anonymous

      To summarize the terms of OP's statement, most TTRPG systems have some sort of rules structure defining what the player can do, and what the player cannot do. Said actions typically also have rules for improving their scope, scale, and success rate. In broad game design archetypes, as the character increases in level/power/etc these actions can either be improved individually at the player's discretion (skill-based) or pre-packaged by the game designer into distinct archetypes of related skills (class-based). There's usually some degree of bleed between the two types; class-based systems will often have axes of customization, and skill-based systems will often have starting packages of skills to serve as guideposts for new players and show what archetypes are supported by the system.

      Both have their merits, but depending on what you as a player want out of a game the preference is mostly subject to personal taste.

  10. 1 month ago
    Dicemaster

    Every system is able to be broken, but it's easier to break skill-based games.

    If you want an example, just look at the Elder Scrolls Series. It has a clear dominant strategy. Every class basically degenerates into Stealth Archer when things get tough. Experienced players grasp the meta of the game rapidly, come to the same conclusion, and make character builds that all seem kind of generic and "samey."

    Some players play different builds, but at that point, you're relying on players to intentionally play less optimal strategies to keep the game interesting.

    I would argue that most skill-based games have this same problem.

    Class based games mitigate this problem by limiting the number of things that the game designer needs to balance. For instance, you might only have to balance four classes instead of 20 individual skills.

    In a class based game, you have some leeway to give the less powerful classes some more beefy skills to try to balance things out. This also helps to give classes distinct identities so that they feel unique.

    • 1 month ago
      Dicemaster

      > Continued...

      I will admit that I do like the freedom and creativity that skill-based games provide. For that reason, classes in the game I'm designing are created by the players.

      Players fill in the blanks to give their class abilities and a fighting style. This is part of the game, adjudicated by the DM. There are still classes, they're just freeform.

      Skills are penciled in by the players and vetted by the DM to eliminate duplicates and anything inappropriate or OP. Different classes give bonuses for different skills in order to keep each one unique.

      I think that's a pretty good middle ground between class-based and skill-based.

    • 1 month ago
      Anonymous

      > Continued...

      I will admit that I do like the freedom and creativity that skill-based games provide. For that reason, classes in the game I'm designing are created by the players.

      Players fill in the blanks to give their class abilities and a fighting style. This is part of the game, adjudicated by the DM. There are still classes, they're just freeform.

      Skills are penciled in by the players and vetted by the DM to eliminate duplicates and anything inappropriate or OP. Different classes give bonuses for different skills in order to keep each one unique.

      I think that's a pretty good middle ground between class-based and skill-based.

      >namegay
      >is moronic
      checks out

    • 1 month ago
      Anonymous

      >it's easier to break skill-based games
      >lists one example of a vidya with skills that can be broken
      some of you don't even try do you

      > Continued...

      I will admit that I do like the freedom and creativity that skill-based games provide. For that reason, classes in the game I'm designing are created by the players.

      Players fill in the blanks to give their class abilities and a fighting style. This is part of the game, adjudicated by the DM. There are still classes, they're just freeform.

      Skills are penciled in by the players and vetted by the DM to eliminate duplicates and anything inappropriate or OP. Different classes give bonuses for different skills in order to keep each one unique.

      I think that's a pretty good middle ground between class-based and skill-based.

      Neat idea with the players making their own classes.

    • 1 month ago
      Anonymous

      Stealth Archer is the best playstyle in Skyrim and Skyrim alone. For literally every other TES game, playing as a wizard is objectively the most powerful option by far. In Morrowind's case the difference in dps between a wizard and a non- wizard is in the billions. In Oblivion it's only in the millions. And yes I include alchemy as wizard.

      • 1 month ago
        Anonymous

        >In Morrowind's case the difference in dps between a wizard and a non- wizard is in the billions.
        Wtf, how is that possible? How can the difference be that fricking big between classes?

        • 1 month ago
          Anonymous

          Because there's no stat cap in morrowind, and alchemy is based both on the alchemy skill as well as the intelligence and luck stats. So what you do is.
          >buy a spell that increases your alchemy to as high as possible for a split second(optional but make the process faster)
          >go to a merchant that sells potion ingredients that increase intelligence
          >make 10 intelligence potions
          >drink them
          >buy ingredients for another 10 potions from the merchant again
          >make another 10 potions, but this time their stats will be better because of the previous 10 potions
          >repeat for an hour
          >make 1(one) strength potion
          >+638473947394729473936493 strength for 7384828582947394749 seconds
          >one-shot everything with a fork you found
          As for oblivion
          >get access to the mage guild spellcrafting
          >level up destruction to 100(can be done in an hour by just using a 1 mana self damage spell and casting it 2000 times)
          >make a spell that gives an enemy 100% weakness to fire or whatever and 100% weakness to magic for a couple seconds
          >make another spell thats exactly the same
          >find enemy
          >shoot him with the first spell
          >shoot him with the other spell
          >shoit him with the first spell again, the timer for it now resets
          >repeat the process, doubling your damage each time until you do ×2^whateverthefrickthemaxis
          >hit them with a one damage firebolt
          >they die

          • 1 month ago
            Dicemaster

            Yes. And I love the Elder Scrolls, and I break the game like this too, but I feel like this post proves my point, that skill based games get extremely broken.

            You end up nerfing certain skills in order to avoid game breaking, but even then, people find ways around it.

            You might as well play a class based game.

            • 1 month ago
              Anonymous

              No, because one is a video game limited by the pre-set programming, while one is an rpg where the GM can say "no".
              It is class based games that are 100 times more breakable than skill based ones. It's not even close.

            • 1 month ago
              Anonymous

              It isn't as though class based games are immune to that either. Even 5e has Wish + Simulacrum cheese.
              A broken skill is going to be a broken skill, even if you lock that broken skill to a single class.

              • 1 month ago
                Dicemaster

                Classes aren't perfect, but the goal is to mitigate broken skills by distributing them evenly across different builds so that players have to choose between tradeoffs.

                The goal of doing this is to avoid situations where there is only one clear dominant strategy.

                This will help your game to aspire to be more like chess and less like tic-tac-toe.

                It seems like players have more fun in games with greater strategic depth. The goal is to make the game more fun.

              • 1 month ago
                Anonymous

                You are an AI

              • 1 month ago
                Anonymous

                Fricking hell, you're right
                I hate it

              • 1 month ago
                Dicemaster

                Do you really think I write like an AI? XD

                Is it just because I use proper grammar and pronunciation?

                More importantly- would an AI call you a Black person?

            • 1 month ago
              Anonymous

              None of what you're saying is actually intrinsic to class- vs. skill-based, and you're very stupid for thinking it is.

  11. 1 month ago
    Anonymous

    >Angra Mainyu
    So you're saying they frick themselves in the ass to create all of the demons in the world?

    This is unironically part of Zoroastrianism.

  12. 1 month ago
    Anonymous

    I love that image
    I love that image a lot

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