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Old 01-01-2004, 09:07 PM   #31
LittleJohn
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Join Date: Nov 2003
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I prefer a class-based system.

On the code I'm developing, players choose a class at creation.  And can progress in that class the entire game.  Or, if they want, they can "dual-class" when they reach a new player level. (There's a difference between player levels and class levels).  If  they dual-class they stop gaining exerience for their previous class, and start gaining experience in their new class.  They'll keep any skills they've learned from their old class.   They won't recieve any hero feats (or not as many... depending on when they switched over), and won't be as strong of a [mage/fighter/thief/etc].

Then there's also the option of multi-classing at creation, which is only available to humans, elves, half-elves, and gnomes.  Multi-classing is where a player advances as 2 classes at the same time, with experience they recieve being divided between both of their classes.

As far as "your skills make the profession" theory, I'd say I have to disagree.  A person can go through 4 years of electrical engineering school, but when he graduates he gets a job as a dictionary salesman.  When people ask him what his profession is, he'll say "I'm a dictionary salesman"... in spite of the fact that he has all the skills to be an electrical engineer.  Same thing in the fantasy world... if a person was trained since birth to be a master pick-lock... but gets employed by The Red Wizard of Azakanassa to fight in his army.  That person would say, "I'm a fighter", not "I'm a thief".  Although he might tell you, "I'm a fighter with many thieving abilities."
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