MadPreacher wrote: ↑
May 16th, 2023, 17:53
J1M wrote: ↑
May 16th, 2023, 13:38
The part that is unclear is why you insist on calling a skill-based character system a class-based one, as if you are applying a quality/value judgement based on categorization.
I didn't. However classes have skills and your decision to make them mutually exclusive is stupid frankly.
J1M wrote: ↑
May 16th, 2023, 13:38
The designer and player are not on equal footing. The designer has meta knowledge that, when applied correctly, allows them to offer varied archetypes that will lead to a fun experience. Tabletop play is different than a videogame because you are in the room with one of the designers when making choices and that designer can rule zero anything they want or tailor the game to the experience the players are looking for.
They are on equal footing when the game is released. Also, in Daggerfall the only person that has a class is the player. I fail to see how your arguments against a custom class apply to a game where only the player has the class.
I find it tiring to debate with you because you will fixate on something and ignore the context that it was said in. Most of your misconceptions about my opinions would probably be cleared up by reading the thread again with the context that I am mainly talking about digital games.
For example, I never said anything about classes and skills being mutually exclusive. Class-based and skill-based were two broad labels used to categorize design decisions. There may be additional categories that deserve a label too.
Even for a tabletop game the player and the designer are not on equal footing when a game is released. After playing a game for many hours the player may approach an equal level of understanding, but will never have the full context of why decisions were made, the inputs on that collaborative process, or the goals of the designers at the time.
When you can pick and choose freely from all of the skills/powers/feats for character creation, I would refer to that as a skill-based system. (For example, Fallout.) I think calling premade characters in a game like this "classes" is misleading/incorrect.
From what I understand about Daggerfall, the correct way to create a character is to ignore the premade options because the majority of them have redundant or poorly allocated skills. One is "supposed" to know the Assassin is a good premade character or create a custom character using meta knowledge from another player. This is poor design and a bad experience for players.
Regarding a hypothetical class-based game (let's say similar to D&D 3.5) here is why I would be opposed to a custom class option:
a) allowing players to freely pick options is more likely to create non-viable characters, and games like this usually provide no recourse for retraining a character halfway through the game. This will create design pressure to tune the difficulty down late in development
b) freely picking class features reduces flavour because people will gravitate towards more generally useful choices over situational ones
c) a character with Rage, Divine Casting, and Lockpicking may break the party-based nature of a game if it can be effective across 3 different pillars of play
d) it's very easy for the player to dream up a cool concept and invest resources into it before realizing that said concept is not supported by the design/content of the game at all
e) without iterations based on observing player choices, the cost of perks and maluses will have inconsistencies that lead to more powerful characters than designers expect
f) most importantly, the designer has all of the meta knowledge about the game and is in a position to restrict player choices to several that will lead to a good experience for the player. Maybe the game has no traps or locked chests so the Thief is not an available class. Maybe the setting is suffused with arcane magic, and all the classes available have at least some limited arcane casting ability so that players can engage with more environmental reactivity and face the challenge posed by not having access to convenient healing magic. Etc.