I don't think that alone is necessarily a viable argument - after all, there are plenty of highly popular roleplaying systems which don't use classes. I suspect it's more a case of classless systems being more difficult to balance; many players would prefer the ability to train whatever skills they like, but most implementations out there don't do a few good job.
Also worth noting is the point I made back on page 7 - that there are many implementations that fall somewhere in between traditional class-based and true classless, and IMO neither extreme is a particularly good solution.
Having said that, traditional class-based systems do have one strong advantage as far as muds are concerned - they force players into choosing specific strengths and weaknesses. This allows certain challenges to be designed in such a way that no single player can take them on alone. The only real advantage of pure classless is that of balance, although that would work well for a pure PK mud assuming other forms of customisation were available.
But surely that is the very purpose of a classless system? To allow players to create whatever "class" they wish to have, rather than being confined to one of the classes defined by the developers?
My comment was made more in regards to the "realistic/logical" argument. There is nothing inherently unrealistic or illogical about classes as such, only about specific implementations. For example I cannot see any logical excuse for why a warrior cannot learn thief skills. But I would not consider it illogical to prevent mages and clerics from learning each others spells, assuming a valid storyline reason was given such as "deities don't allow their clerics to study or use non-holy magic".
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