DIY RPG Productions Rules Development Notes- Small Thought on Class vs Classless

When pondering this I have gone back and forth between whether the rules should be class-based or classless… Each has pros and cons (I’ll go into those in more depth in a later post)… Death is the New Pink is classless… Barbarians of the Ruined Earth is class-based… If I ever get to my cyberpunk game, I see it having the archetype-style thing that Cyberpunk 2020 did (which is basically a class).

In the end I’ve decided to do both. The mechanics that I’ve been hammering out thus far are simple and hackable enough to facilitate both with ease.

For clarity and ease of understanding, the main rules will be classless and human-centric. Appendix C will give the rules for having classes in the book and Appendix R will give rules for races. 



About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

4 responses to “DIY RPG Productions Rules Development Notes- Small Thought on Class vs Classless

  • Michael Bacon

    That’s exactly what I’d want from “use these rules in all your games” rules. Specificity/certainty/whatever about class/no class might be a bit more important in evocative, setting-is-inside-the-rules rules.

  • tidfisk

    This post makes me think back to the West End D6 Star Wars games where character classes were called “templates” and designed to be very malleable. It’s been a while since I’ve read the rules but I feel like I remember the character templates not being front and center the way D&D does classes. it was more along the lines of, “…distribute these points and select so many skills OR pick a template from the back of the book for a quick character.” Essentially, the templates were more examples of what you could build once you mastered the rules, and the skills you chose played a big part in what made your character unique.

  • Porter Woodward

    Dunno if you’ve looked at Whitehack. Essentially 3 classes: The Strong, The Wise, and The Deft. Player customizes by adding adjectives (descriptive groups) to the character – Alchemist, Assassin, Hunter, etc. This gets written next to a stat of your choice; and in play, something that your descriptor applies to grants you an advantage on roles with that stat.

    I really like the open-endedness of it. It allows for the game world to be emergent in that during play the GM and players negotiate what these “groups” mean. So your “dwarf” group next to your constitution might make you great at resisting poison – and not so great at long distance swimming. The core class (strong, deft, wise) have some mechanical crunch unique to each of them as a solid differentiation. And a “Wise Treasure Hunter” will play very differently than a “Deft Treasure Hunter”.

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