Quote:Original post by lightbringer
A system less limiting than the class-based one (for example, a skill-based system) would have you train your programming skill, with standard "hackers" having the skill higher simply because they started to train it earlier than you did.
I think this better reflects how reality is - we wear many hats in real life, but our skills carry over.
Please note that I stated that I probably had to spend more time learning to program to reach the same level as, for example, the genius programmers in the General Programming and Math forums. That means they may not have started before me. There is a real physical difference in my brain that makes creative thinking flow out very naturally, and linear thinking flow out decently with a lot more effort. Even though I enjoy programming more than art or design, I'm just not as good at it. I'm not sure if my maximum programming potential is any lower than anyone else, but my progress toward it is obviously not as efficient as some.
I agree with the seperate skills and abilities system. But in a way, a class doesn't have to mess with that. Just because they are linked to a class, it doesn't mean there are any more restrictions than if not. It's just a name to generalize the strengths of your character. So you could allow the player to adjust his character abilities with a set number of points, or randomize it, or whatever, and then make the class definition automatic.
I'm only fighting in defense of classes because having things like "Thief" and "Knight" in your game is just too damn cool to pass up.