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Re: CF: Races + Classes



On Wed, 16 Dec 1998, Mark Wedel wrote:

> On Dec 16, 12:01am, Peter Mardahl wrote:
> > Subject: Re: CF: Races + Classes
> > > 	Is there any interest in switching to a 'race'/'class' system
> > > instead of the current system where class is part of the race? I was
> > > thinking something along these lines:
> >
> > > 1. Remove the 'classes', like warrior, viking, mage, and such. Have only
> > > races listed, like human, elf, quetzlcoatl, wraith, dwarf, whatever. Give
> > > these characters basic skills.
> >
> > Well, it's sorta strange to have the various classes in there anyway.
> > We could easily change them into various race names, and that'd do the
> > trick.  All they really are is a set of + and - stat modifiers.
> > Maybe we can regard them as subspecies of human.
> 
>  Historically, I believe everything was pretty much classes at the beginning,
> and more recent changes have added more of the races.
> 
>  However, adding both races and classes brings up what does each of them do.
> 
>  I could see races adjusting basic stats and giving some basic skills and
> bonuses (protections, vulnerabilities and the like.)
> 
>  What does that leave for the class then?  If you just go to a guild and buy
> strength or whatever, all that really does is replace the potions or whatever -
> doesn't change much.

Hmmm, I think I made a suggestion on this a couple of years ago. I think
it went something like race determined natural vulnerabilities, protections 
and benefits and made some ability adjustments (and set the maximum
ability score), while class made some further ability adjustments and
skill additions.

Race and class could do sort of similar things, but in a combined fashion
and on different levels (race = genetic disposition, class =
upbringing/learning). It wont really affect game play that much, but it
could allow greater variety and it's mostly a atmosphere adjustment.

/David

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