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Classless T20

Originally posted by Tom Kalbfus:
How do you describe a classless character in a nutshell?
"He's in a nutshell!"
"What's he doing in there?"
etc.

For a serious answer, see below.


Also with a point buy system, how do you prevent PCs and especially GMs from optimizing characters for a specific situation?
First of all, characters optimised like this are unbalanced, and suck in every situation outside their area of expertise. They are, frankly, no fun to play.

Explaining this to any wouldbe munchkins will often moderate the problem, although it won't eliminate it.

Specialisation as such, though, isn't really a problem. Look at the characters in Firefly, for example. In any case, standard Traveller characters tend to end up as specialists anyway. Navy characters are rarely much use in gunfights, for example.

The main controlling factors, however are maturity and character conception. Maturity is obvious enough - you can't legislate against munchkinism.

Character conception is the real key, though. Before you design a character, you should always sit down and work out who and what the character is. That will, in turn, determine what skills the character would and should have, and which they won't.

The referee has a veto on this, and at all other points during the design process. This means that the referee can not only block abuses, she can also help guide the players towards building interesting and balanced characters.

The real secret of point-based chargen is that there are two participants in the process - the player and the referee. The process is essentially one of negotiation between the two.

Random chargen downplays the referee role - but he still plays a role. It also increases the role of the "third person" - the game designer.

Any character created by any system is created by committee.

Now, back to brief character descriptions: you describe a character according to their character conception. In many cases, that would be equivalent to the way you would describe them in a career/term based system. "My character spent twenty years in the Navy and became a Captain".

Or it could be: "my character was experimented on in a secret government laboratory, is a bit nuts, apparently psychic, and is alarmingly good at killing people". I'm not sure that I would allow this character, though...
 
There's always "the referee (GM - whatever) provides/designs the characters" option.

A selection of PCs is generated beforehand and players pick the one they want to play.
 
Stumbled across this post on "generics" on wizards.com's forums (link) via a rpg.net thread. Interesting but it seems largely an attempt to recreate D&D but with points. IMO one thing a pointbased T20 should do, at least as an option, is ditch BAB.
 
I think the classes are a throwback to the early days when D&D first appeared. They are there to force the characters to have different strengths and weaknesses. Without this you often end up with a set of similar characters because everyone will take the most usefull skills and feats first. As I remember back to the old Runequest days, this was always a problem even then. You ended up with a group of fighters who could use magic. GURPS and the Hero system also have this fault to some degree.
In the end it comes down to having players smart enough to make their character unique rather than a generic hero.
 
Well, I have to admit, I like the class based system, though I would prefer if the names of the classes were different from the prior history generation.

And I really don't mind the idea of the BAB. It sits well with me, and a lot of my old diehard MT players like the idea that their career diplomats can't outgun their marine bodyguards. (These guys didn't like TNE that much, and if we made T20 classless, it would bear a stronger resemblance to TNE, which would not be a selling point in their eyes.)

The best part is that I can get D20 DnD'ers into playing Traveller, with very little difficulty. (One guy liked the lifeblood system so much he wanted to port it back into DnD.)

I'd like to see T20 improved, but I would be dissapointed if the classes were dropped. The classes add a lot of fun to the game.

That being said... Carry on.. I am still interested in what you guys come up with! No exercise of imagination is without merit!
 
I would enjoy this; I think the idea of classes is limiting anyway.

Reduce the number of skills on average (maybe 2x or 4x INT per level), and make every skill & feat available to everybody. As long as the player can come up with a background that accounts for the character's "eclectic" skill mix, all is well, right?

I really think it's about that simple (though somebody will certainly explain why I'm wrong
)

After all most of us have "weird" skill mixes. Here's some of the skills I have personally:

Driver (Groundcar)
Handgun
Rifle
Scuba Diving
T/Computers
K/Law
K/RPGs
K/Literature

No GM would allow my weird skillset in a game.
 
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