Class versus Skill-Based Games - Running RPGs

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  • เผยแพร่เมื่อ 27 ก.ย. 2024

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  • @scottturner3831
    @scottturner3831 2 ปีที่แล้ว +725

    "You're a character that must select skills Harry" - Hagrid

    • @larsdahl5528
      @larsdahl5528 2 ปีที่แล้ว +32

      Yes, Professor McGonagall only has one Time-Turner, so only one student can select all the skills.

    • @ryured9064
      @ryured9064 2 ปีที่แล้ว +21

      Funny enough he does do that throughout the books. Harry Potter ttrpg would totes be a skill based game.

    • @marekjurko4548
      @marekjurko4548 2 ปีที่แล้ว +10

      Can you imagine a game where every PC and NPC uses the same simplistic and restrictive playbook - and they also basically know a very similar set of spells? That's Harry Potter RPG using most class-based mechanics.

    • @ryured9064
      @ryured9064 2 ปีที่แล้ว +5

      @@marekjurko4548 Everyone levels up almost exactly the same with the same access to the same spells and abilities at the exact same time.

    • @HarPaelTheMessenger
      @HarPaelTheMessenger 2 ปีที่แล้ว +13

      Dm: Alright, so, let's see your character. Orphan, living with your aunt and uncle and cousin, want to do magic. You took a lot of sport ranks?
      Player: Yeah, I was hoping to be like a jock type? But bullied because of a grand destiny.
      Dm: Yeah, I see that... hmmm.... tell you what. I'll get back with the other players, see if I can't cobble together some homebrew from GURPS, and maybe we can do a school or something.
      Player: Cool. And grand destiny?
      Dm: BBEG tried to kill you as a baby, but bullshit prevented him and now all of their minions are trying to come after you in the future?
      Player: Perfect.

  • @jasonshortt7
    @jasonshortt7 2 ปีที่แล้ว +445

    Lol. "He did in fact regret this". As a lifer DM I can relate to that part.

    • @douglasdea637
      @douglasdea637 2 ปีที่แล้ว +15

      Yeah. I had a buddy in college who wanted to introduce his homebrew AD&D race. Imagine Jurassic Park's velociraptor as a fully intelligent and speaking race. Yeahhhh... they were better than Humans or Elves in practically every way, by a good margin.

    • @freman007
      @freman007 2 ปีที่แล้ว +4

      Yes, I have some things I like to do, like Drow Hexblade Urchin, but I don't do homebrew (except, perhaps, one non-combat feat on starting character, like Drow High Magic). Feats are such an interesting part of the game, but sacrificing an ASI to get a feat is sometimes a bad choice (especially on something like a Monk).

    • @jfast8256
      @jfast8256 2 ปีที่แล้ว +4

      @@douglasdea637 I make a lot of homebrew. I have two very important questions I always ask myself before I decide my homebrew is solid and ready. Or more realistically, when one of my players wants to play something that isn't standard and a homebrew needs to be made for it. I outright ban all "I found this homebrew" because all of them don't follow these two rules.
      Rule 1: When you are finished with the homebrew, ask yourself this question. "Is there a scenario where this isn't the best option to pick? Will there be any scenarios where the standard options are the better choice?" If the answer is "No", sorry, homebrew failed, start over. If the answer is "YES", then so far so good, however be careful because you might have made it too weak of an option.
      Rule 2: When you are finished with the homebrew, ask yourself this question. "Is there a scenario where you would actually pick this option? Will there be any scenarios where this option is a better choice over the standard options?" If the answer is "No", sorry, homebrew failed, start over. If the answer is "YES", then so far so good, however be careful because you might have made it too OP.
      When you answer "NO" to both questions, you are at least on the right path which is the most important part. After that, just make sure you follow the patterns. The reason I make the homebrew instead of letting my players find them online is because most of the time when I'm brought online homebrew, the answer to question 1 is "NO" and on the off chance the answer is actually a "YES", then during those rare moments, I usually find the answer to the second question is a "NO".

    • @deathknizzle
      @deathknizzle 2 ปีที่แล้ว

      @@douglasdea637 the way you balance overpowered races is they get a 300% exp penalty. When everyone else is level 10, they’re level 3 or 4.

    • @OwlTeaGames
      @OwlTeaGames 2 ปีที่แล้ว +2

      I loved that. These videos are just getting better and better. Good to see the evolution. I don’t even want to make any suggestions for improvement because I don’t want anything to come across as a detractive statement. I only have good things to say here! ^__^

  • @mynameisfurstandiamfunky616
    @mynameisfurstandiamfunky616 2 ปีที่แล้ว +133

    Food for thought and not a criticism of this great video: I actually think it's more of a *trichotomy* instead of a *dichotomy*. What I mean by that is that instead of an axis of "Skill vs Class", there is another, third, factor: Levels. Normally we lump class and levels together conceptually due to D&D, but there are so many interactions in various games between these separate factors that it _isn't_ always a given that they are related.
    A class-based game with extensive skills may not emphasize (or even have) levels. The example of Cyberpunk in the video at 17:43 isn't an "exception" to this proposed trichotomy, it's an _example_ of it as there are classes and skills in Cyberpunk, but no levels. Likewise, a game with levels may not have a meaningful definition of "class". After all, if there is only one very flexible class (such as in Knave, which has levels and no real skills, just abilities/characteristics), then it's not a class so much as merely how all PCs work.
    I know this video is an introduction to Skill-Based RPGs and a comparison/contrast of them to things like D&D, and is not attempting to provide an exhaustive overview of possible RPG categories. It does that well! Still, I think the concept of a trichotomy of Skills vs Classes vs Levels is helpful when comparing and describing RPGs. If nothing else, it's a diverting thought exercise to use it to compare games like Tunnels & Trolls, Vampire, Rolemaster, Traveller (but not TNE), Kult (various editions), WHFRP, HeroWars/HeroQuest, etc.

    • @DapperestDave
      @DapperestDave ปีที่แล้ว +4

      In this sense it still seems like his argument is a dichotomy but rather than being about classes vs skills it's levels vs skills. Since classes are mostly unrelated, like how despite being a skill point system cyberpunk 2020 still has job specific abilities.

    • @50fable50
      @50fable50 ปีที่แล้ว +1

      Committing necromancy. An example of the third in the trichotomy can be found in the videogame Final Fantasy X-2. Yeah you level up your trio (YRP) for base stats but the currently used dress sphere (class) gives a multiplier to the stats. They have to use the class to learn acquire beyond starter abilities.
      second example below
      .
      While
      Final Fantasy X a sphere grid a limited skill based but does classes by having sections of the sphere grid be dedicated to a single role each. Fast Striking Support, heal mage, rogue, dps mage, accurate ailments, heavy hitting debuffer and in the center of the grid is jack of all trades. That section has the shortest path to all roles except Heavy Hitter. Even at max power each character does have a unique overdrive, Yuna being extra special for being the party's summoner.

    • @TheYashakami
      @TheYashakami 9 หลายเดือนก่อน

      It is insane to me that anyone would lump classes and levels together. Absolutely blew my mind.

    • @kiillabytez
      @kiillabytez 7 หลายเดือนก่อน

      Levels are just a determining factor to create a balanced system of two opposing forces, nothing more. You can call them what you want: Power Level, Difficulty Class, etc, but it all boils down to balance.

    • @slaapliedje
      @slaapliedje หลายเดือนก่อน +1

      Powers & Perils is a good example of a game that doesn't have classes, but does have levels. You basically have a magic Expertise Level (EL) or Combat EL. Used to love playing that game. These days I play GURPS. Levels and classes seem too restrictive.

  • @antoyal
    @antoyal 2 ปีที่แล้ว +71

    One interesting characteristic of some skills-based games--especially the ones that use experience points--is that they allow players to choose the "steady progression" of character development (i.e., pretty much spending their experience points whenever they're earned) or save up their points for more dramatic upgrades. It's fun when the party has both types of players in it.

  • @bakariwolf3835
    @bakariwolf3835 2 ปีที่แล้ว +62

    I played in a skill based game once where it was opposing rolls to determine everything. I made a doctor because I figured no one would be playing anything to heal anyone. Classic.... Well first thing the party does upon the first fight is scatter, no one wanted to fight because they were scared of the system.
    I get captured and thrown in jail. Later when the guards came one of them was holding his gun lazily and I said eh why not there are 4 other people in the cell and only 2 guards I'll make a grab for his gun and maybe I can get out with the chaos.
    Rolled and I got the gun. I'm sitting there going "That wasn't supposed to work... I'm not good at this." Guard rolls and takes his gun back now holding it on me. I roll again and again get the gun. We do this back and forth about 3 times more before I use an extra action to shoot him. Chaos happens and I'm once again captured.
    Later I'm being lead to a ship to take me to a prison off planet. None of the party is around but I again have NPC's that are criminals. So I try again, I mean the skill improved. Yep I get the gun and start blasting. Make it to the ship. Take out a couple guards look around manage to pilot the ship up and almost off planet. There's of course a lot of ships waiting and I get captured again.
    The rest of the party is captured and we are all on the same transport ship. Fight happens and we are seeming victorious. Until the big boss with a HUGE minigun comes out. He's close to me and just for laughs I say. "I'll take his gun."
    I rolled max and the enemy rolled minimum. So now I'm standing there with a mini gun going "How does this keep happening!"
    The game ended with no one knowing I made a doctor. I was just the guy who stole guns from guards

    • @Belphegorite
      @Belphegorite ปีที่แล้ว +21

      "How do you keep stealing their guns so easily?"
      "Well, removing a gun isn't much different than removing an appendix..."

  • @vigilantgamesllc
    @vigilantgamesllc 2 ปีที่แล้ว +13

    In my experience, I've been among 2 kinds of ttrpg gamers (speaking broadly). The first kind begins with level-based games, usually d&d, and then has a growing desire for more skill-based games over time. The second kind begins the same way, but chooses to continue with level-based games simply because they just don't want to go through learning a different system.

  • @TheRauzKindred
    @TheRauzKindred 2 ปีที่แล้ว +115

    Traveller is an excellent example of "unexpected character evolutions" even during character creation xD
    Skill based tabletop RPGs always seemed dauntingly complex to me, I'm super glad I stumbled onto your channel and made a convincing argument to give them a chance. My new favorite RPG is now Pulp Cthulhu, for playing and running :)

    • @SSkorkowsky
      @SSkorkowsky  2 ปีที่แล้ว +40

      Call of Cthulhu is my choice for 1-shots or mini-campaigns (like 2 adventures), but Pulp Cthulhu is my choice if we want to keep a campaign going for longer. Pulp is a teeny bit more complex due to Pulp Talents and Luck Spends, but still simple enough I can get a new player introduced to it and confidently playing in no time at all.

    • @TheRauzKindred
      @TheRauzKindred 2 ปีที่แล้ว +5

      @@SSkorkowsky I just love how flexible CoC 7e is as a whole, my first proper game I ran was for regular CoC based within the Alien universe, used CoC 7e and the Icarus setting, I'm still running it after two years now with the same group.

    • @marcbennett9232
      @marcbennett9232 2 ปีที่แล้ว +1

      @@SSkorkowsky I havent played CoC in like 20 years but the campaign was.... memorable lol.

    • @PanzehVideos
      @PanzehVideos 2 ปีที่แล้ว +6

      With Traveller, you kinda have to be at peace with not getting exactly what you want. It works fine for a campaign about randoms who just got a ship and are trying to get by, but in other campaigns, such as, say, officers on a military vessel, there are other character generation methods that will give more suitable characters than trying to random roll. In a pinch, the GM can help put a thumb on the scales to make traditional chargen work for less traditional traveller games.

    • @OneEyedJack1970
      @OneEyedJack1970 2 ปีที่แล้ว +2

      @@PanzehVideos Or with your character dying during his last tour of duty before you finish rolling him up.

  • @Meiliina
    @Meiliina 2 ปีที่แล้ว +30

    Unexpected developments in characters all so fun, and we've had some in FFG's Star Wars, as my medic turned out to be the only one with social skills (except the spy, but coercion is not always a good option) so I had to use those skills and they became my main thing. It helped me train my social skills in the table also, learning how to take space, finding a way to make myself heard when I'm not as loud as the others, and just being an actual part of a group. When it became clear my medic was the one who knew about politics, it first gave me faith that others will hear me out in those areas and stop to ask my opinion. As time passed, I learned to actually take space in the conversations and voice my opinions because I trusted them, and I'm a bit more social nowadays.

    • @Andrewza1
      @Andrewza1 2 ปีที่แล้ว

      Ffg star wars is a werried skill and class based mix. İt is a great System.

  • @garnettelliott7565
    @garnettelliott7565 2 ปีที่แล้ว +74

    You raise an important point in your distinction between Level- and Skill-Based RPGs: the limitations a Level-Based system holds over the GM, and not just players, especially in designing adventures. The massive hit point pools of high-level characters mean that even threats like gravity become nerfed, as in the oft-quoted example of falling off a cliff and being able to shrug the damage, or (in games with firearms) safely ignoring having a gun pointed at you. I think BRP coined the term 'satisfyingly fragile' characters to illustrate this difference.

    • @douglasdea637
      @douglasdea637 2 ปีที่แล้ว +16

      Yep. I got annoyed when a high level character would see a 60 foot drop and figure "I can survive that, just give me a couple heals after." Ever stand on the roof of a 6 story building? I have, it's high up! Most people will die from that fall.

    • @celebrim1
      @celebrim1 2 ปีที่แล้ว +14

      While that's true and a reasonable objection, speaking as a GM, the flip side of that is that you really have to avoid realistic threats if your player characters are realistically fragile. It is much harder to plan threats and plan epic and visually exciting threats in a system like BRP where one bad role gets a player character squished. As such, I find that I GM more with my kid gloves on when I'm GMing in system that is skill based, and I can really afford to take them off only if it's the horror genre and the players are good with high body counts and sudden TPKs. When in a skill-based game, I rarely push my player's backs to the wall as much as I do in a class-based game because it's so hard to know where that line is and so much is just random and unpredictable. So while you can do stories that are awesome in both systems, the sort of stories that you do are different.

    • @The1Ryu
      @The1Ryu 2 ปีที่แล้ว +6

      There is no shortage of stories of ordinary people surviving normally fatal situations or responding successful in daring ways when faced by a gunman. Humans are fragile, but their are many exceptions, and even in the most "realistic" RPGs the PC are always doing exceptional things.

    • @SuperFunkmachine
      @SuperFunkmachine 2 ปีที่แล้ว +5

      @@The1Ryu True but with huge hit point pools often comes near instantly fast healing and zero consequence injurie systems where you alive or dead.

    • @The1Ryu
      @The1Ryu 2 ปีที่แล้ว +4

      @@SuperFunkmachine One could easy point out how even the most realistic of systems have unrealistic fast healing times or how injuries don't effect you after the healing process is done. And the quick healing in those systems usually comes from the presence of magic, not hit points.

  • @sunzi42
    @sunzi42 2 ปีที่แล้ว +47

    I remember an RPG-horror story about a "one-trick-pony" who was a total combat oriented character in a game of Vampire the Masquerade, but with no social skills at all.

    • @danielmiller3596
      @danielmiller3596 2 ปีที่แล้ว +12

      Shovel head lol

    • @PersephoneDarling28
      @PersephoneDarling28 2 ปีที่แล้ว +10

      When you Gangrel or Bruja too hard

    • @greglong7170
      @greglong7170 2 ปีที่แล้ว +1

      I've seen one trick social ponys in VtM. VtM tended to encourage one tricks ponies of all stripes.

    • @daltigoth3970
      @daltigoth3970 2 ปีที่แล้ว +3

      @@greglong7170 My experience with VtM was that everyone needed to be more of an Average Joe. If you didn't have at least decent abilities across the board, you were going to get the party into some kind of trouble, and everyone had to be able to fight at least reasonably well. Might be different with larger groups though, mine was a party of 3.

    • @greglong7170
      @greglong7170 2 ปีที่แล้ว +1

      @@daltigoth3970 Even in parties of 3 you can specialize and be one trick ponies in VtM. Especially if you take the D&D approach to party creation in which everyone has a niche to fill. You can have your combat junkie, your social one trick pony, and then some other role like a know it all and do just fine in VtM. And when it comes to combat, unless your ST is tossing you up against werewolves, and powerful and ancient vampires you could do very well in combat with just a few dots in combat skills. The vampire condition made soaking damage easy and recovery from it super easy. More so if you weren't trying to be super humane.
      I once had my non-combat skill having sabbat social vampire make an entire pack of other sabbat wanting to kill him back down with just a cell phone. I spent time wineing and dining all the right players in the local sabbat. When that pack came up on my Venture antrib he pulled out his cell phone and said "I have the number to the most lethal pack in the city on speed dial. They owe me a few favors. You may kill me but not before I place my call and identify you fuckers. I hope you enjoy a very short and painful unlife." They backed down. My character had no true combat skills to speak of. Like a 1 or 2 in Firearms, which would have been useless in that fight. What he did have was money out the ass, high social skills, and a creative mind that outfitted the most deadliest pack in the city with the best gear and bought another pack a monster truck with a harpoon gun in the bed and introduced them to the fun fun game of Cam fishing where we drove into the Cam held city and harpooned Cam vampires from the back of the truck since I also was able to ferret out some of thier regular hangouts.
      You could very much over specialize and be a one trick pony in VtM. You just had to make sure that one trick was a good one.

  • @NecromancyForKids
    @NecromancyForKids 2 ปีที่แล้ว +117

    The insane things some people come up with for homebrew are why decent and fair homebrew often never get to see play, sadly.

    • @professormetal4411
      @professormetal4411 2 ปีที่แล้ว +23

      That's why I always look into the homebrew my players present and make a decision from there instead of just a flat out rule that says no homebrew.

    • @vidard9863
      @vidard9863 2 ปีที่แล้ว +11

      meh, it is down to the GM. a GM can always hot fix the insane home brews, or eject the character as it becomes a problem. the core problem is the GM (and often players) are not comfortable changing the rules, even in home brews.

    • @Caitlin_TheGreat
      @Caitlin_TheGreat 2 ปีที่แล้ว +5

      I'm not a big fan of homebrew, unless it's "brewed" at the table. But there are exceptions. And I think for me it's because most homebrew I've seen doesn't care to really jibe with the system it's brewed for, might misinterpret (or disregard) some fundamental elements of the game or exists because of someone misunderstanding the core game (it fixes a problem that doesn't really exist).
      But yeah, there are some homebrew things that are made with sincerity and skill and care. Skill that sometimes rivals the official creators.
      Also, sometimes a homebrew can just be boiled down to changing some flavor text to achieve the same desired effect.

    • @rpgchronicler
      @rpgchronicler 2 ปีที่แล้ว

      Id prefer homebrew over reflavoring since the latter doesnt always do the concept justice and im aware that some designers try to balance their creations to make the official stuff viable.

    • @theatheistbear3117
      @theatheistbear3117 2 ปีที่แล้ว +8

      @@vidard9863 I’ve found that the player who sends me his insane homebrew doesn’t understand game balance, and that trying to fix it is a pain in the ass as he will try to fight it at every point while only *just slightly* making it less broken.
      I have a lot of homebrew in my own game, and I know how it’s going to affect it. He doesn’t.

  • @LordSephleon
    @LordSephleon 2 ปีที่แล้ว +42

    Although I started tabletop roleplaying in the mid '90s with class-based 2E AD&D (and beyond) and was always into making homebrew classes specific to the campaigns I ran, I did play some skill-based games like Star Wars d6 and (Old) World of Darkness throughout the late 90s. Sometime in the mid 2000s, I really began developing a love for skill-based games such as Mythras by the Design Mechanism (which is itself somewhat derivative of Runequest), especially after I discovered BRP's Big Gold Book.
    I feel like 3rd Edition's craziness with classes/prestige classes from all kinds of sources sort of burned me out of class-based systems to a degree, especially when I was noticing players spending far too many hours just on build crafting and not bothering to let their characters develop more naturally within the game (something I also fell victim to for a time before I took a step back and noticed it). However, even with that minor burnout, I still have some class-based RPGs that I'd love to try, such as Rolemaster Classic or HARP, Warhammer Fantasy 2E, and What's Old Is New (the latter two are more of a lifepath-style system, but what's nice is that players SPEND experience to improve individual skills/attributes or, in WOIN's case, to "level up" and gain access to higher dice pool maximums, so they make for nice hybrids that leave plenty of choice in the player's hands, not forcing them into a mold).

    • @bob_the_barbarian
      @bob_the_barbarian 2 ปีที่แล้ว +1

      Started the same place, went to ShadowRun, Eclipse Phase, CthulhuTech, DarkTraitorWarWatchTrader40k, and others.
      Much prefer skill based. Want a skill based Palladium Multiverse. May have to make it myself.

    • @LordSephleon
      @LordSephleon 2 ปีที่แล้ว +1

      @@bob_the_barbarian I've read/owned all the game books you mentioned, but only ever got to play one session of Eclipse Phase (1E). I adore Shadowrun 2E-3E timeline and would love to run/play someday.
      I played some Rifts back in the 90s (Glitter Boy and Ley Line Walker are my favorite OCCs, but there are so many I never got to try). I LOVE that setting and still occasionally read the world books just for the lore, but man, I take one look at the mechanics (especially when you get into vehicles/mechs) and want to crawl under a rock. They're not difficult to understand, just.... too much.
      If you get a basic foundation for a skill-based Palladium system going, I'd totally support it, maybe even help where I can (schedule pending). :)

    • @bob_the_barbarian
      @bob_the_barbarian 2 ปีที่แล้ว +1

      @@LordSephleon I exactly the opposite. I never got to play Rifts, though I wanted to, badly... But, Siembieda's preoccupation and predilection with level based systems is legendary... I think he includes a "Why class systems?" section in every rulebook he publishes.
      🤷🏼‍♂️🤣
      I'm not going to dox myself, but I had some input on some Eclipse Phase supplements. Advantages to having everything Creative Commons and interacting directly with the owners/devs on the forums.

    • @LordSephleon
      @LordSephleon 2 ปีที่แล้ว +1

      @@bob_the_barbarian Yeah, even back then in high school, I found Siembieda's "explanations" for level-based systems to be an odd thing to add to his game books almost as an introduction. I always ignored them and just played/read the material, but it's not nearly as realistic as he makes it out to be. It almost comes off as justification for why the game exists. And yes, I think I've seen THAT section at least in the core books of his systems (Palladium Fantasy, Rifts, Dead Reign, etc.). I'm currently drawing a blank as to whether his supplements/World books have them too since I automatically skip the beginning out of habit. :D
      Oh, sweet! No worries about details. I did back the Eclipse Phase 2E kickstarter because I had played 1E that one time and the whole setting interested me. However, I'm a die-hard fantasy and/or horror (usually both) DM, as Sci-Fi games are much more intimidating for me to run since I want to have like 75% of the details in place before a Session Zero even happens; you can imagine how exhausting that is.
      Don't get me wrong: I love me some good Sci-Fi (I prefer Trek over Wars, if you're wondering, but still love both), but it's more daunting for me to run than a well-detailed epic, high, or dark fantasy, or even a modern-day game - usually but not always dark or gritty, though I have run Spycraft 1.0 quite a bit during the 3E days, and I love some World of Darkness once in a blue (especially if the players play as regular humans).

    • @bob_the_barbarian
      @bob_the_barbarian 2 ปีที่แล้ว +1

      @@LordSephleon I've read some WOD and nWOD, but never played. I also consider fantasy games easier, it's the lack of required realism, I think, that allows you to do whatever you want...
      But, my heart lies with Sci-fi.
      Trek over Wars? Reeeeeeeeeeee! Sus AF! IMPOSTOR! HERESY! SOMEONE CALL THE INQUISITION!
      😁
      The Empire did nothing wrong.
      🤷🏼‍♂️
      But, I actually prefer grittier settings than either. Trek is too utopian, and Wars is to "space wizardy." Though, admittedly, I've wanted to be a Mandalorian since I was 12.
      40kRPG for the "over the top," "cranked up to 11" type win. CthulhuTech's shiny surface, and hopeless, rotting core is awesome, too.
      ShadowRun...
      Me needum cyber arms and legs and reflexes, chummer.
      🥺🤤

  • @Atariese
    @Atariese 2 ปีที่แล้ว +15

    This reminds me of when i first made a character for Earthdawn.
    Me "So I chose a class, and a race."
    GM" Yes"
    Me "Then that class gives me certain talents"
    GM" Yes"
    Me "But then as i level up and gain LP(xp), i chose certain talents and spend LP(xp) to gain single points to improve my talents"
    GM" No, leveling up is different. Yes you spend your LP(xp) on improving your talents, but you don't level until you have so many talents at a high enough rank AND find someone to train you"
    Me "And that's what is shown on this table on 221 and 223. so i have to go to town to level"
    GM "Yes. But you can up your talents anywhere, you just need some time to meditate."
    Me "Ok...is there a limit to how much you can rank a talent?"
    GM "Well the LP(xp) gets exponentially higher each rank, but no there is no limit"
    Me "...Wait... this sounds like a skill based system. Why do i chose a class then?"
    GM "To give you certain talents, like melee weapons"
    Me "Wait... I cant even punch someone unless my class has it?"
    GM "Yeah you can, but you really suck at it. btw that would be unarmed combat, not melee weapons"
    Me "So the game kinda wants me to put my skills everywhere"
    GM "Hold on, skills are different. Although skills are bought thru the other table on 221 and rank up the same way, max of 10. Talents are like magical abilities that you are imbued with."
    Me "So for me being a swordmaster: swinging around a sword... is magic?"
    GM "Yes"
    Me "... huh..." (entire worldview changed)

    • @bruced648
      @bruced648 2 ปีที่แล้ว +1

      ran a 6 player campaign for 3 years. loved the game and its world. one of my favorite features was the history connection. I designed numerous items, that as the character studied the Astral energy (spent xp), they unlocked new abilities or improved existing abilities. some items that seemed good or neutral at first, were cursed. while giving some nice benefits, also caused significant problems.
      the mixing of medieval and cthulu worked really well.

    • @kevinsurprise8396
      @kevinsurprise8396 2 ปีที่แล้ว +3

      my favorite game system

    • @guyman1570
      @guyman1570 2 ปีที่แล้ว +2

      To OP:
      That... sounds confusing

    • @Atariese
      @Atariese 2 ปีที่แล้ว +1

      @@guyman1570 it was, but honestly you get used to it like you get used to any system.
      The thing I really enjoy about Earthdawn is that each and every mechanic has an in universe reason for existing. So rationally your characters learn the mechanics along with the players. Its not enough to take one or two things from this game and run with them, the whole system relies on the rest of the system being there, and the world itself is part of that system.
      Im really not going into how the dice works. If you want to know that, there are so many better places to learn than from a random person in a comments section. But it took several sessions for me to get used to it, and a year to really appreciate it (use your karma and strain every chance you can. Its always worth it.)
      But if you get the chance, try out Earthdawn. If anything, its Different.

    • @EJDubbz
      @EJDubbz ปีที่แล้ว +1

      good to see some love for this game. best world ever. didn't love the rules, but the world and narrative elements that justified things like classes or magic items were unparalleled.

  • @RoninRaconteur
    @RoninRaconteur 2 ปีที่แล้ว +60

    This is a great video for this subject. I find that I get into a lot of "trouble" when I suggest to those who seem to be having such a hard time in one game or another to find a system that works for their gaming needs. But because there are so many new people out there discovering RPGs now they have no idea what any of those might be. There's great examples of different systems here on TH-cam with people playing Vampire: The Masquerade, Blades in the Dark, Numeria / Cypher system (which can be anything), even Exalted. Finding what you like is a huge win when gaming. I'm personally with you on enjoying "Skill Based Games" due to the ease of working a more collaborative story into it with high stakes and really a huge lack of murder hobo since you really can't make an OP character as easy.

  • @Oldkingcole1125
    @Oldkingcole1125 2 ปีที่แล้ว +12

    A middle path is Warhammer Fantasy Role Play 2e. It’s a percentile skill based game, but you have progression paths like dnd. Since it’s not combat centric, you just have to make sure that combats make sense in the story(even and especially if it’s an “unfair” combat). I like how easy it is for me to run, but my players don’t really get to theory craft and power game their characters(which is unfortunate since a couple of my players really enjoy that aspect of Pathfinder).

  • @g1sucks596
    @g1sucks596 2 ปีที่แล้ว +13

    I have to say that both systems have pros and cons. It largely depends on the kind of gaming group you play with and on the taste of each particular GM. Anyway, great video. Keep them coming!

  • @beowulfshaeffer8444
    @beowulfshaeffer8444 2 ปีที่แล้ว +11

    Thank you! I try so often to explain skill-based games to people, and I always get this blank stare and the question, "So, Elder Scrolls?"
    I also prefer skill-based to class-based, whether it's video game or ttrpg, but I've noticed the ones I like most are purely one thing or another. Either pure class-based, like D&D 1E or earlier, or pure skill-based, like the Chaosium BRP system that Call of Cthulhu popularized. I will admit that I have found a couple great systems that are more in the grey area. One is the Atlantis RPG (a.k.a. "The Arcanum," by Bard Games) which did a very good job letting you choose how much you'd follow a class progression or customize the character while still having the whole game operate on a unified skill system. Another good one is Savage Worlds, which locks skill improvements behind level-ups and has enough features to give the illusion of character classes, while still firmly rooting the game-play in the skill system (and it has a set target number and a form of the "exploding dice" mechanic :)
    Honestly, though, I still like giving "class" templates (or pregen characters) to new players to provide initial structure and then letting everything grow naturally.
    Or even giving them cool new equipment and spells in lieu of level-ups! :)

    • @jasonGamesMaster
      @jasonGamesMaster 2 ปีที่แล้ว +4

      I mean, honestly, if they think Elder Scrolls, you've actually done a pretty good job of explaining it, LOL. I mean, you have levels which increase HP in all the Elder Scrolls games, but other than Arena, they all have a free form, character develops through skill use kinda vibe. Skyrim doesn't even have the illusion of classes anymore (although I have NEVER chosen a class in an Elder Scrolls game that wasn't Arena).

  • @DocFlamingo
    @DocFlamingo 2 ปีที่แล้ว +87

    IMO: The rules system of an RPG is like the meter and rhyme scheme of a poem. The structure has a profound effect on the mood and tenor of the product BUT should be largely invisible from the inside. If it draws too much attention to itself it weakens the effect. You want the forest hidden by the trees--but ideally you invoke the forest and NOT the trees if that makes sense.

    • @ismirdochegal4804
      @ismirdochegal4804 2 ปีที่แล้ว +3

      Thats a really smooth description, Doc

  • @Danmarinja
    @Danmarinja 2 ปีที่แล้ว +9

    Yesterday I saw someone ask how to make someone from Fast and Furious in Cyberpunk Red. Top answer was ‘He’s a nomad. Skills are 1: Family, 2: Family, 3: Family.’

    • @SSkorkowsky
      @SSkorkowsky  2 ปีที่แล้ว +5

      This checks out as True.

    • @jimyoung9262
      @jimyoung9262 2 ปีที่แล้ว +1

      This comment gives me hope for humanity

  • @corybanticfire
    @corybanticfire หลายเดือนก่อน

    I've been there with the "I'm not going to be the healer" declaration.

  • @edersonnico
    @edersonnico 2 ปีที่แล้ว +3

    I have the impression the skill based systems seems to be about regular people on a certain scenario, like a detective, a doctor, a scientist, etc.
    Meanwhile class based systems seems to turn the player's characters into what would be anime protagonists or superheroes.

  • @brentoncarmichael2748
    @brentoncarmichael2748 5 หลายเดือนก่อน +1

    This is some of the best content I've ever seen on youtube. Your pace and candor is great to listen to; the editing and effects (scenes with graphics) were meaningful and well managed, but your presence on camera is really well done. Kudos

  • @tychoinshadows
    @tychoinshadows 2 ปีที่แล้ว +15

    I'm always looking to see how unique and cool a character I can build. If a skill based game lets me build awesome characters, that's great, particularly if there's a wide array of talents and powers to go with the skills. If not, then it can leave me feeling a bit flat.
    If a class based game offers cool, unique classes, e.g. Fanged Deserter, Libertine, Carrion Priest, or Ardent Giant of Corda, then I'm all about it. If it's offering Thief, Mage, Warrior, or Priest, then I'm bored.

    • @CommanderM117
      @CommanderM117 2 ปีที่แล้ว +1

      each of my skills in my homebrew do mostly 1 thing but their is flexibility
      Being a Summoner aka Summoning skill will let you summon creatures that you have create a bond with over time those creatures will become elemental version of them selves, tho they only get stronger if you create a permanent bond and you can only have 2 of them.
      their are basic skill such as Guns swords destruction magic ectra witch just get stronger
      dark magic skill or Old magic are dangerous as if you fail the roll you can hurt your self or other and maybe summon a Demon it also has a change to create wild magic on your character so any time you cast it could go wild.
      not had any bad things happen yet with 1 of my player using necromancy thank god

  • @kevinbaird6705
    @kevinbaird6705 ปีที่แล้ว +1

    0:33 Sadly, I think "How dare you not hate what I hate!" is an even bigger problem.

  • @Frostfly
    @Frostfly 2 ปีที่แล้ว +10

    I've played both. I'm currently designing a Skill based system. Your videos have helped guide my research on a lot of topics.

    • @B00Radl33
      @B00Radl33 2 ปีที่แล้ว +1

      If you have not already I highly recommend taking a look at call of Cthulhu, the system is still very similar to how it was 40 years ago, but it has been tweaked and balanced at least 7 times.
      While it may use different points, skills, or dice the system itself should give you ideas on what you can add to your own.

    • @Frostfly
      @Frostfly 2 ปีที่แล้ว

      @@B00Radl33 you mean the second most talked about game on this channel? Never heard of it

    • @Frostfly
      @Frostfly 2 ปีที่แล้ว

      @@bruced648 I don't even know what your going on about. I replied with something called "Sarcasm". I started in on that stuff 30 years ago. Also. NONE OF THOSE have anything to do with building a game SYSTEM, those are all setting. A setting I will not be using because I don't really enjoy it. I have my setting picked out and am very happy with it.

  • @thetabletopsedge
    @thetabletopsedge 2 หลายเดือนก่อน

    Excellent explication of class-based vs skill based games, including the fact that there is a substantial gray area of overlap between the two “categories”. A game that falls squarely in that gray area, and is my favorite fantasy genre RPG, is Warhammer Fantasy Role Play 4th edition. Characters have a Career, which determines what skill and talent packages they have access to, and PC’s can progress to higher ranks within their career unlocking access to more skills and assets. However, individual skills are improved via expenditure of xp, and characters have the ability to change careers (at a cost). Overall, I’d consider it more of a skill-based game than a class-based game, but the Career mechanic adds some class-based feel to it.
    Glad to know your channel has received some recognition, as I consider it the best TTRPG related channel on TH-cam. Always glad to see new content, and am eagerly working my way through your back catalog!

  • @IamKnucks
    @IamKnucks 2 ปีที่แล้ว +4

    I had never actually heard anything about the divide between class and skill games. This was super interesting

    • @robertmasengale9366
      @robertmasengale9366 2 ปีที่แล้ว +2

      There are other ways that they have been discussed in the past, such as "Level based vs level-less" games or "class based vs class-less" (as stated in the video). I'd say about 35% are "skill based," 35% are "class based," 25% are very solidly middle-ground hybrids, and the last 5% are something weird and different.

    • @keithparker1346
      @keithparker1346 ปีที่แล้ว

      It's basically the difference between final fantasy 8 and final fantasy 9 games
      I like the idea of archetypes within skill based games....basically it's choose a class

  • @greatbigsword8138
    @greatbigsword8138 2 ปีที่แล้ว

    This video successfully made me want to play a skilled base game. It also provided a clear definition of what skilled based games are. Thank You!

  • @johnwood6750
    @johnwood6750 2 ปีที่แล้ว +3

    There are interesting hybrids to the class/Skill based template too - Runequest is a Skill based BRP system, but the character's affinity to the runes provides the focus that a class would. I think having a character concept step in character creation also helps provide the sort of role-based focus that can be missing in skill-based systems. Some games even extend this to having the group create shared assets and a shared identity in character generation, which really reinforces clear roles and a clear group identity in a game.

  • @antwan1357
    @antwan1357 2 ปีที่แล้ว +1

    I could listen to your content for hours . I used it finally to create my own version of role-playing game using only my voice and the other player's voice. With a choose your own adventure kinda vibe. You get Two choices or three , every response takes a minimum 30 seconds for questions and insights. It is an easy game for two people doing a job and have enough to breathe between talking.

  • @gendor5199
    @gendor5199 2 ปีที่แล้ว +8

    Aww yeah, 8th level aint ever happening! I kinda missed the gang in this one, but it didn't hurt the message, just made it less pulpy and fun to have the gang be pro one or the other. Maybe a future skit eh!
    Also, I like the idea of skill-based more, but it does lead into analysis paralysis, completely Broken/OP characters such as I've heard from Symbaroum. There is so much to balance, and as much as i absolutely LOVE the idea of Improvement points in Cyberpunk, i Really hate the cyberpunk setting, so I'll probably never really get the natural idea for it, and it increases the amount of paperwork to keep track off behind the screen. Sure, this can be fixed with players helping, but it's something everyone has to be in on more or less, but I would love the idea of figuring out how much one has to do a Novice skill to become an Adapt and then a Master.

  • @quantus5875
    @quantus5875 หลายเดือนก่อน

    Great video!! You covered a TON in 22 minutes. Not critical but I would have probably added ~1-2 min to talk about "templates" for skill-based games -- makes it easier and faster to create skill-based games - i.e. pick a template and then tweak that template (templates are super common in supers skill-based games). Supers lends itself really well for skill-based games -- in fact, I can't think of a supers game that is class-based. And "point buy" was actually first created in Superhero 2044 way back in 1977 for a supers game.
    Your "exceptions" section was excellent!! -- I'd even add that games like D&D 5e and Pathfinder 2e are not purely class-based. There is a large pull of general skills and general feats you can improve in those games (and you have multi-classing to access some feats from other classes). So, it sits on that continuum that you described -- although more on the class-based side. Actually, not many pure class-based fantasy systems anymore -- on the fantasy side you have to look at old OSR games, old versions of D&D, and Castles & Crusades if you want fairly pure class-based games.

  • @markfadden4058
    @markfadden4058 2 ปีที่แล้ว +3

    Excellent video. Love to see more contrasts between systems.

  • @bruninjesus4496
    @bruninjesus4496 10 หลายเดือนก่อน +1

    Holy shit I was searching for that terminology in system types, thank you so much!

  • @dougsundseth6904
    @dougsundseth6904 2 ปีที่แล้ว +17

    One of the biggest advantages of class-based games is that they're designed for some inherent niche protection. This makes it a bit easier for a GM to share spotlight time among the players, since each character has his or her own "thing" and that can be made important relatively easily. Conversely, in a skill-based game, it can be easy for a character to never be the best at anything, even if he is competent at several things. This can be especially a problem if some of the players are better at character construction than others, or even if some of the players simply know the GM better than the other players.
    On the other side of the equation, class-based games tend to increase character power exponentially, while skill-based are likely to be much closer to a linear power curve. (It's unlikely to be truly linear, since players will tend to concentrate on skills that synergize.) The result is that it's easier to run the same characters for long periods of time without the power of the game getting out of hand so completely. And as you noted, character builds are constrained more by the imagination of the players than by the imagination of the designers.
    My preference is pretty strongly for skill-based, but network effects are an even stronger constraint on the games I play. You need a group interested in whatever game you intend to play for most games, and if the other players have different preferences, well, gaming in a suboptimal system is better than not gaming at all.

    • @robertburns4429
      @robertburns4429 2 ปีที่แล้ว +1

      Agreed. I think that skill based systems work best when the pool of starting skill points is small. This helps prevent a situation where you have a party where every character can do everything.

    • @sillyking1991
      @sillyking1991 2 ปีที่แล้ว +2

      @@robertburns4429 to be fair that can also be prevented by having 'skills' have a fairly high vertical ceiling, to discourage minimal investment.

    • @Tony-lc5kc
      @Tony-lc5kc 2 ปีที่แล้ว

      So...wat ya saying is....class based are for idiots?
      (the main reason classes still persist is because they are predefined packets, no imagination required,
      so anyone can play, you don't need to bring much to the table to start moving,
      Its basically a microwave ready meal, no effort, no time, no talent? no problem,
      Or maybe a bike with training wheels, no sense of balance? not a problem,
      I don't like other peoples interpretation of what a fighter or wizard should be, I don't like limits and sometimes don't like cliches, (I like some cliches,....) but most of all I really dislike trying to squeeze round pegs (their version of a fighter say) through square holes (trying to make it conform to the character I envisioned)

    • @sillyking1991
      @sillyking1991 2 ปีที่แล้ว

      @@Tony-lc5kc ​ look, its ok to have tastes. its ok to prefer doing all the work yourself, its absolutely *not* ok to denigrate other people simply for preferring something else.
      no, class based isn't 'for idiots'. or 'people that lack talent' (whatever TF that means). Preferring to not have to select every single detail of your character, every time you create a character, is not bad, nor should it be looked down on. get the fuck over yourself, the existence of things that exist outside your preference aren't some personal insult to your preferences.

    • @Tony-lc5kc
      @Tony-lc5kc 2 ปีที่แล้ว

      ​@@sillyking1991
      Relax....
      Okay, so stupid was not PC enough,
      ...."creatively disadvantaged"?? (WAT!! WAT!!!)
      It's got nothing to do with preference,
      its all to do with creative freedom, (or lack of thereof) ya know, like having a personal opinion? (I know what you are thinking, "should be a law against it!" right?)
      And I never saw anything stupid as a personal insult (no, I only see "personal insults" as "personal insults" (I know, I know, "I'm so literal" sigh...) so please, take a moment, count to ten, then get "the fuck over yourself" (maybe you wouldn't feel so insulted if you had a sense of humour?, or did I hit a nerve of truth?...?!?!?!?!?1 I HIT A NERVE DIDN'T I!!!!!)
      Look on the upside, one day, chances are you will forget about this comment,
      Sure its the "booby prize"
      ........but who doesn't like boobies?

  • @tomwylding782
    @tomwylding782 2 ปีที่แล้ว

    I started D&D in 1977 & CoC in 1986; always preferred the skill based for that gradual improvement. In our current Masks, one player started as a medical doctor & now he's a sorcerous cultist!

  • @randomnerdery6511
    @randomnerdery6511 2 ปีที่แล้ว +6

    I know I have posted on various videos of yours in the past that I generally dislike skill-based systems, but it's certainly just my opinion. Certainly, I never tried to run down skill-based systems as a whole, and I respect your opinions and takes, Seth, even if I disagree on some. I always love your videos, even if I will likely never play many of the modules you review. Keep up the awesome work!

    • @sirxarounthefrenchy7773
      @sirxarounthefrenchy7773 2 ปีที่แล้ว

      What do you dislike in them ? I like both honnestly with a preference for skill based.

    • @The1Ryu
      @The1Ryu 2 ปีที่แล้ว

      @@sirxarounthefrenchy7773 Skill-based games are, ironically, are poor at representing a character's skill level. Particularly percentage-based where if I'm exceptional at a skill I will always fail a quarter of the time, and dice pool-based games were my chance of failure actually increases as I go up in skill.

    • @kenhensch3996
      @kenhensch3996 2 ปีที่แล้ว +2

      @@The1Ryu That's not how the system works. GM who have half a brain do not have characters who are skilled in a task roll unless there is a chance to fail. With extremely high levels of skill you auto succeed most checks just as you don't have the barbarian roll to pick up something heavy.

    • @The1Ryu
      @The1Ryu 2 ปีที่แล้ว +1

      @@kenhensch3996 You don't have a barbarian roll to pick up something heavy because in most games lifting capacity is a static value determined by one's strength score.
      I'm talking about how the system functions, not what changes or ruling a GM will make to a system based on their own discretion. If the system doesn't specify that a character of a certain skill level doesn't need to make a skill check of a certain difficulty then that character has to make that check. A "doctor" character with 90% in the Medical skill, fails any medical skill he attempts to make 10% of the time.
      I wouldn't go to a doctor I knew had a 1 in 10 chance of screwing up anything medical they did for me.

    • @randomnerdery6511
      @randomnerdery6511 2 ปีที่แล้ว

      @@sirxarounthefrenchy7773 It's based on my experiences. Our group from a few years ago (2014-2016...ISH?) played a "season" of Shadow Run, and while I love the setting, the lore, and a lot about the game, I have never been able to create a SR toon, and I have tried... many times. Our GM ended up writing up my Runner for me based on the kind of toons I generally like to play in 3.5 and Pathfinder (which was what we had been playing prior). I became proficient with PLAYING the toon he crafted, but I simply cannot wrap my head around creating a toon in SR.
      This was exasperated by a single session of Superhero System/Champions (which ended up being the death of that gaming group), which was a disaster on multiple levels. I wasn't able to grasp toon creation in SR, and Superhero System/Champions is even more complex, and the GM running that session (who had previously run our season of Pathfinder, and he did that wonderfully) was extremely unhelpful (which was extremely unlike him), because he basically told us (4 players, 3 of us having absolutely ZERO experience with this brand new, super complex system) "create a toon from scratch, you have 30 min." This put unrealistic pressure on me, and between not comprehending the system AT ALL, and being tasked with creating a completely original toon from the ground up in 30 MINUTES, I just basically shut down. Then the GM acted pissed off when I couldn't come up with anything and begrudgingly handed me a folder of MORE THAN FIFTY toons he had already created to choose one from, and the entire session was awkward from there.
      So, that's my experience, but I just generally prefer the straight forwardness of class/level-based systems and a more satisfying sense of progression they provide. While I enjoyed playing Shadow Run, the lack of what, TO ME, felt like meaningful progression hurt the experience.
      Obviously, I've been told that I shouldn't let one or two experiences determine my opinion. However, imagine trying a new food for the first time, and you then get the worst case of food poisoning you've ever experienced. It's a negative association thats just damned hard to shake.
      But that's just my opinion.

  • @Raycheetah
    @Raycheetah 2 ปีที่แล้ว +1

    "Wizards get 1D6 hit points?" *Scoffs.* I remember when a Wizard rolled 1D4, and might start out with only 1 Hit Point. Of course, I also remember when a 1st level Cleric got NO spells (which was my first character). ='[.]'=

  • @dannielsen348
    @dannielsen348 2 ปีที่แล้ว +3

    In the 'Tatters of the King' campaign I had a player who's character was a nurse working for another PC's alienist. She had high strengh and medium size and wound up becomming very proficient in Fist. She was very terrifiyng...

    • @jordanlr1577
      @jordanlr1577 2 ปีที่แล้ว +1

      I'm just imagining a 6'3" German woman saying "it's time to take your medicine."

  • @deathknizzle
    @deathknizzle 2 ปีที่แล้ว

    For all these reasons and more, Pulp Cthulhu has been my favorite system I have ever played, after 25 years of playing class based games.

  • @thomasbecker9676
    @thomasbecker9676 2 ปีที่แล้ว +5

    3e D&D had far more ability to build around skills, though still being level-based; unfortunately, there was too much overlap, and developing them was fairly slow-going. 5e is more streamlined, bu I miss being able to build a character with an esoteric skillset.

    • @nickwilliams8302
      @nickwilliams8302 2 ปีที่แล้ว

      Cobbling a skill system into D&D was always a bad fit and it particularly disadvantaged newer players who didn't realise that you needed to max out a skill or not bother with it if you actually wanted to use it in-game (ie. the reason you want the skill in the first place).
      The system seemed to promise complete flexibility and in the lower levels would seem to deliver it. It wasn't until they reached the mid-game that players who didn't max out their skills found out that having a couple points in a skill was functionally equivalent to having no points in that skill. That Fighter with five points in Pick Locks was almost never going to have a scene in the game where they actually picked a lock.
      Using a class-based proficiency system is much more appropriate to a class based game as a PC's skill will always keep pace with the difficulty of the campaign. And you _can_ make a character with an esoteric skillset in 5e. You just can't make a character who's useless. A PC who knows how to pick locks will always pick locks at a skill level appropriate to their class level.
      Have you checked out PF2 yet? Their system of "Trained", "Expert", "Master" and "Legend" might be more what you are looking for, while still being directly connected to the class-based progression. Or just go straight for a skill-based system from the get-go.

    • @The1Ryu
      @The1Ryu 2 ปีที่แล้ว +1

      @@nickwilliams8302 You never needed to max out skills, written adventure assumed that a highly skilled person would perform the skill, but it wasn't necessary to play with that assumption. You're example of lock-picking is a particularly bad example as the DC for locks were always inordinately high, they starts at 20 as the lowest DC.

    • @nickwilliams8302
      @nickwilliams8302 2 ปีที่แล้ว

      @@The1Ryu Actually, it's a very good example as the lock DCs _needed_ to be that high to challenge players who knew how the system worked and built their characters accordingly. And yes, it got absurd at higher levels. Which was my point.
      Unless you maxed out your lockpicker's Pick Locks skill, your PC would not keep pace with the assumed progression. A lock designed to be a moderate challenge for a typical 12th level Rogue would be impossible for a PC who had taken Pick Locks as a cross-class skill to pick. Make the lock easier so the cross-class lockpicker can pick it and the Rogue would pick it automatically.
      Either way, the player who took Pick Locks as a cross-class skill never got the payoff of that decision coming in clutch at some point. Which is kind of a problem if you only work this out after a year of playing that PC.
      This is actually a primary reason for the "bounded accuracy" in 5e. It's totally possible in 5e for your Street Urchin turned Paladin to pull out a set of lockpicks and open a locked door.

    • @The1Ryu
      @The1Ryu 2 ปีที่แล้ว +1

      @@nickwilliams8302 The system wasn't designed by thinking about players breaking the game. If what you say was true, then all skill DCs would start at DC 20, and they very much don't.
      That's how things work in the real world, an expert at something will be able to tackle challenging problems in their field, whereas someone who dabbles in the field will not be able to do that, because they haven't dedicated the time and energy to perfecting their skill the way an expert has. They also corrected the limitations of Class skills in Pathfinder. And no one would say that Pathfinder isn't a class-based game.
      Yes, the play that took Pick Locks cross-class can still have their clutch moment-for instance, needing to pick a lock when the rogue is knocked out, or providing the rogue needed aid in order for them to succeed. Moments and situations like that are created by the GM, not the system.
      "This is actually a primary reason for the "bounded accuracy" in 5e. It's totally possible in 5e for your Street Urchin turned Paladin to pull out a set of lockpicks and open a locked door."
      Ya, this was possible in 3.5 as well.

    • @thomasbecker9676
      @thomasbecker9676 2 ปีที่แล้ว +1

      @@nickwilliams8302 I'm aware of Pathfinder 2.0, but it looks like they're now going to compete with WotC in how far they will cowtow to a vocal minority and shove their head up their own butts, so I'm not interested in giving them my money.

  • @burtonmiller
    @burtonmiller 4 หลายเดือนก่อน

    Very thoughtful treatment of the subject. I’m a few weeks away from a beta with a universal skills-based system that has a template mechanism to create classes or demi- classes. Your video helps me think about this from a different perspective during this rules wrap up. Bravo!

  • @RockOfLions
    @RockOfLions 2 ปีที่แล้ว +3

    I often wish Seth (you) had played the Hero System (e.g. Champions). Given the comments, in this video, about one-trick ponies and Mr. Average, I'd like to see how Hero System fit in that area particularly given its mechanic that allows players to build unique powers/spells based on special effects and modifiers. I know that Hero can be intimidating at the outset but really isn't that difficult. It is, in my opinion one of the best purely skill-based and level-free RPGs.
    One of the parents of HS, was The Fantasy Trip (by Steve Jackson - also creator of GURPS) which, while level free, felt like a level game since XP accumulated toward advances in total attribute points which determined new skill purchases. There is the example of a system that is skill-based but not entirely level-free. (There was also a small drift into Class-Based systems in that characters were either heroes or wizards with physical/mental skills or spells being respectively cheaper.
    At any rate, I often wish I could hear Seth's take on those systems.

    • @kevingriffith6011
      @kevingriffith6011 2 ปีที่แล้ว

      I'm not Seth, but I've played a few GURPS style games before and to be honest I'm kinda iffy on them. To me their greatest strength (their flexibility) also contributes to their greatest weakness. The most telling thing to me was a pregen character I saw in one of the core books: It was something like courtesan or diplomat or something, and the only way they could reflect the social prowess of these characters was by giving them actual mind-control powers. The game can do almost every genre imaginable, but you can really feel it straining when you ask it to do something it's not good at. Things like consumables, situations where the characters are improvising using weapons/tools they don't generally use, or someone trying to do a thing that a person would be able to do (like hide, or convince someone to do something) without having an associated power with it.
      It's been a long time since I've played one of these though, so maybe my criticism is outdated or I'm misremembering, and none of these flaws are insurmountable, it's just more work for the game master to have to power through.

    • @RockOfLions
      @RockOfLions 2 ปีที่แล้ว

      @@kevingriffith6011 GURPS attempts to quantify more things as discrete skills than the Hero System does. The two systems aren't interchangeable nor equivalent. Hero System defines the effect and allows the player to define how the effect is achieved which avoids mind controlling courtesans (unless that's actually what you're after). I'd say that the biggest flaw to the hero system is how experienced players tend to go overboard in extracting every finest essence of an ability (while less experienced players opt for more granularity). The system allows players to go as deep as they want.

    • @kevingriffith6011
      @kevingriffith6011 2 ปีที่แล้ว

      @@RockOfLions Ah, I must have gotten some wires crossed. It's also entirely possible that I missed something when I played, I've only ever played with GURPS about 4 times, but I felt like if the player wanted to do something challenging that didn't fit into one of the powers they selected then there wasn't much in the way of rules to help them out. I'll have to re-read it though.

    • @RockOfLions
      @RockOfLions 2 ปีที่แล้ว

      @@kevingriffith6011 unfortunately I'm not really an expert on GURPS. I've played its predecessor TFT for decades and Hero System countless times but I mainly know GURPS from reading the rulebook in several editions.

  • @lukey5833
    @lukey5833 2 ปีที่แล้ว

    Great video. As a big Mongoose Traveller player the need to not just max out one stat really rings true. I created an arty, talky, computer character but I had to make her leave her art career when she turned 30 to ensure that she actually had SOME skills with weapons and vaccsuits as otherwise she wasn't going to last long in a hostile scifi game!
    Character evolution by training skills is also fantastic in the game. We needed a broker when we started trading, so she studied up during some journeys. My other character is working on her mechanic skills as our group are lacking that. Our "tank" has been working on his med skills as we don't have anyone else who even knows what the right end of a scalpel is!

  • @BW022
    @BW022 ปีที่แล้ว

    I've seen a skill-based version of 3e D&D. It used the same mechanics, except was classless. Each level, you spend your XP to increase your hit points, skills, BAB, spell casting, etc. A table told you the cost and they grew based on level. Each increase in BAB cost the square of the current value x50. Each skill point square of the current value x5. Each spell casting level square of the previous x50 for bards, x100 for cleric/druids, x150 for wizards, etc. It was interesting, allowed you to take just want you wanted, etc. However, it was also a lot of math.
    I've also seen a hybrid system which has classes, but each level you roll or choose from a chart of possible values. The custom Arcanis setting had a system of archtypes which used tiers. So at 1st, you had what you gained. At 1.1, 1.2, 1.3 to 1.9, etc. you picked something to increase -- attack, spell casting, skill increases, etc. but could only pick each a limited number of times.

  • @KhanTrav
    @KhanTrav 2 ปีที่แล้ว

    Right before you mentioned the teleprompter I was thinking about how smoothly you were delivering this presentation. I was wishing I could speak to a group with such a flawless delivery. I think it’s a good investment for sure.
    Love this channel.

  • @cybermerlyn2
    @cybermerlyn2 2 ปีที่แล้ว +5

    I started playing back in 1981 (D&D) and while I still play class based games now from time to time I have always liked skill based games a little more. I like having the freedom to decide what I think is important for the character I am creating, as a DM I have also noticed that after I introduce players to skill based games they do have a session or two of being overwhelmed by choices. I was running Call of Cthulhu 1e when it first released (and Elf Quest, Runequest etc). I now try and encourage players to try a skill based game, but usually after they cut their teeth on a OSR game just to get them prepared for what Role-playing is. The other big thing I have noticed about new games that lean more toward skills based is that they usually have a perks/hindrances mechanic that helps characters feel more like they are playing a person than a bunch of stats.

  • @Warloser360
    @Warloser360 2 ปีที่แล้ว +1

    Wanted to say I love your videos, been watching them for about a year now. Really got me interested in the Traveler system, and though I've never had a chance to play the system, love the CoC vids. Here's to another year of great content from Seth Skorkowsky!

  • @wendigo1619
    @wendigo1619 2 ปีที่แล้ว +4

    I like to use a loose class system: a class will give you different abilities and specific perks like a Vandal gets an option for the "Krushing Attack" perk when they gain a perk point. But all the skills increase as you use them. Also different player races can give buffs and debuffs to skills and stats: an Orc has a naturally higher strength and overall toughness as well as can be more procient melee brawlers than say a human but won't be as agile or have the same level of stealth and lockpicking

  • @MySqueezingArm
    @MySqueezingArm 2 ปีที่แล้ว +1

    22:04
    Legend says to this day, Seth is still appreciative of his patrons even if he can't use the teleprompter.

  • @SomeoneElse-fr8yu
    @SomeoneElse-fr8yu 7 วันที่ผ่านมา

    Here is another kind I came up with, semi-classes. Basically, take a class and break it into components, then each component is treated as a class with special abilities and improvements. For example, while a rogue might be skill monkey, stealthy guy, assassin, thief, etc, in a semiclass system, stealth is an independent thing unrelated to assassin or thief, yet improving stealth still comes with class like abilities. This lets you do something weird like having a sneaky sorcerer, or a military scout that has stealth but instead of backstab stuff has direct combat instead.

    • @SomeoneElse-fr8yu
      @SomeoneElse-fr8yu 7 วันที่ผ่านมา

      No edit? Anyway, in semiclass, a character mixes and matches a selection of the semi classes.

  • @RedTSquared
    @RedTSquared 2 ปีที่แล้ว +1

    As a gamer since the 70s, this was a GREAT explanation of the two main types of games out there! Grats on the 'promter, and it'll get way easier as you go! Keep em coming!

  • @Contevent
    @Contevent ปีที่แล้ว +1

    I think class based games are great for the same reason theme based campaigns can be great.
    Narrowing the field of possibilities inspire creativity and gives players a general purpose or perspective on the game, a common direction.
    The more flexibility you have, the less identity you get. The characters may not feel apart from the countless NPCs they interact with, or they may feel lost, unsure of what they can accomplish.
    It is the difference between Prose and Verse.
    One makes its own beauty in whatever way it wants, the other follows a code that instill the poem an innate beauty and may force one to be creative in unexpected way to express their personality.

  • @johncollins7631
    @johncollins7631 2 ปีที่แล้ว +1

    Another example of a hybrid system could be Vampire: the Masquerade. Where you’re starting clan gives you a set number of disciplines (power trees) to start with and advancing them costs less experience points than non clan disciplines. Also just about everything is settles by skills that are otherwise unrestricted as to who can buy them.

    • @Tinmann_77
      @Tinmann_77 2 ปีที่แล้ว +1

      Sounds like a fun system to play

    • @johncollins7631
      @johncollins7631 2 ปีที่แล้ว

      @@Tinmann_77 It is. You can find a couple of good live plays if you want to get a feel for the system and there are some free and low cost starter sets for the fifth edition (V5).

  • @thereisn0m0re
    @thereisn0m0re 2 ปีที่แล้ว +4

    I've been going down the ICRPG rabbit hole this week: loot based progression is such a foreign concept to me but I want to try it.
    Thanks for the video!

    • @zhangbill1194
      @zhangbill1194 2 ปีที่แล้ว

      That sounds very intersting, care to share a loot based TTRPG?

    • @thereisn0m0re
      @thereisn0m0re 2 ปีที่แล้ว

      @@zhangbill1194 As I mentioned, this is new to me, but ICRPG is the one loot-based that I know of.
      th-cam.com/video/tZ1Lg1l1pHY/w-d-xo.html

    • @kevingooley9628
      @kevingooley9628 2 ปีที่แล้ว

      @@zhangbill1194 professor dungeon master just did a review of the newest update of ICRPG on his Dungeon Craft channel. (I don't know how to link to another channel). It's an excellent review of a loot based system.

    • @bruced648
      @bruced648 2 ปีที่แล้ว

      look at basic D&D and advanced D&D. while you gained xp from being murder hobo's, you also gained xp from the treasures you "liberated".

  • @1979benmitchell
    @1979benmitchell 2 ปีที่แล้ว +1

    Great break down as always. My group just started playing Skill-based games recently and I love how they work/progress.

  • @The1Ryu
    @The1Ryu 2 ปีที่แล้ว +2

    The sticking points between the game types for Seth seems to be Hit Points and Class-Exclusive skills or abilities, so I really don't find this to be a contention between Skill and Class-based games but Role-based vs Open-ended games. My contention with games comes more from how they measure skill. I don't like games where skills are measured by percentile or dice pools. Because, in general, the former makes the character incompetent regardless of task a certain percentage of the time. The latter, in general, seems to make me less likely to succeed as I increase my skill.

    • @grant0013
      @grant0013 2 ปีที่แล้ว

      Have you tried Genesys? In that game, the task is also assigned a dice pool which subtracts from the character’s roll. It definitely solves the problem you’re talking about.

    • @The1Ryu
      @The1Ryu 2 ปีที่แล้ว

      @@grant0013 I'm sorry, I don't understand what you mean.

    • @Zeblinz
      @Zeblinz 2 ปีที่แล้ว +1

      "The sticking points between the game types for Seth seems to be Hit Points and Class-Exclusive skills or abilities, so I really don't find this to be a contention between Skill and Class-based games but Role-based vs Open-ended games."
      He did start off with a disclaimer that he was speaking broadly when it came to the two design styles. Considering HP bloat and class-exclusive abilities are a common design element in class-based games, yeah... it's not a stretch for him to say he prefers skill-based games because of it.

  • @alantheinquirer7658
    @alantheinquirer7658 12 วันที่ผ่านมา

    I started playing RPGs with 2nd edition AD&D back in the mid 80's. I was then introduced to RuneQuest 2nd edition.

  • @Hania102
    @Hania102 2 ปีที่แล้ว +1

    Seth your videos are always great. I love the way you present topics or discussions, review scenarios, insert humour. Its been a great help and a source of inspiration over the years. Keep up the good work.

  • @atomicwoodpecker0123
    @atomicwoodpecker0123 2 ปีที่แล้ว +1

    Ha! I get that old reference, I feel so proud of myself

  • @geekdomo
    @geekdomo 2 ปีที่แล้ว +1

    Congrats Seth on the upgrade. There is more of a learning curve than people believe when it comes to tech used to make videos. If its ok to do a bit of constructive criticism, the TP is on your left and its pretty obvious when you are reading it. I had no idea it was a new toy but I was distracted at your eyes darting over to it. One thing that will help is to put it perfectly centered that way you can read and go into those normal freestyle times. One other thing, if you can back up that helps as well, Your eyes will move less when the TP is farther back plus you were cropped pretty heavily this time where your head was chopped off but you were focused on your Wayland shirt more. Other than that I love your content and it really helps me out more than you know!

  • @youtmeme
    @youtmeme 2 ปีที่แล้ว +2

    I like battletech/Mechwarrior as well.🙂 but I've always believed that making options in skills and classes in dnd is essential to fleshing out individual characters.

  • @grimmliberty7447
    @grimmliberty7447 2 ปีที่แล้ว +5

    I once had a player who played a paladin who had no problem stepping into a pit or off a cliff see how deep it was. As a player he claimed it was his paladin's faith that his God would protect him. In reality he out leveled terminal velocity damage and as a player knew that.
    The only reason I allowed it was because it added to the story, but as a GM I hate metagaming. I actually chose skill base games after having to deal with this player in many circumstances. As a GM I don't have to deal with all the b******* anymore.

    • @Pistonrager
      @Pistonrager 2 ปีที่แล้ว +2

      This is a prime example of why I use Gygaxian falling rules.
      40' fall isn't 4d6 damage, it's 10d6.
      1d6 for 10
      2d6 for 20
      3d6 for 30
      4d6 for 40
      10d6 total.
      Makes the ability to ignore certain amount of fall distance actually important.

    • @matthewwinans3068
      @matthewwinans3068 2 ปีที่แล้ว

      That's the homebrew rule for falling damage that I use for my group

  • @TheSalem777
    @TheSalem777 2 ปีที่แล้ว +1

    Awesome as usual!! Im looking forward to jump to Skill Based Games and this video boost my resolve to do it even more. Thanks Seth!

  • @SingeScorcher
    @SingeScorcher 2 ปีที่แล้ว +1

    On the massive HP issue from class based games, I always saw HP as a combined affinity for avoiding direct damage and ignoring fatigue. Even if the goblin scored a "critical hit" on that fighter with 100HP, he still only did 10 damage and I see that as the fighter knowing how to shift his body so it remained a shallow wound that isn't immediately life threatening.

    • @SSkorkowsky
      @SSkorkowsky  2 ปีที่แล้ว +1

      The concept of Hit Points being more like Hero Points, reflecting the character's ability to move out of the way of the swinging sword (either fully or with only receiving minor injuries) as well as their endurance is a popular explanation. I like it. Unfortunately, it doesn't really work across all examples.
      If I were to drop a PC into boiling acid that inflicts X damage a round, they are receiving damage. Dodging and twisting can't apply in that case. They're submerged. Constitution does reflect on Hit Points, which supports the Endurance side, but Dexterity only affects armor. A Paralyzed target in D&D 5e takes critical hits from melee attacks. But in the case of that goblin doing 10 on a critical hit against an opponent that is paralyzed, it would still require 10 rounds to get to 100 HP. If HP reflected dodging and twisting, then the fighter shouldn't have 100 HP when paralyzed. A Stirge detaches from its victim after it has drained 10HP of blood. By that description, Hit Points not only represent blood, but a specific volume of it.
      Hit Points will never make total sense. That's fine. But what Hit Points represent isn't the issue. The issue is the Hit Points themselves being so high that even critical hits aren't a threat.
      For heroic games where PCs can wade into battle like badasses with 100 HP, that's fun. The feeling of leveling up to become a total badass with 100+ Hit Points is awesome.
      I simply prefer games where even a weak opponent always poses a real threat.

    • @SingeScorcher
      @SingeScorcher 2 ปีที่แล้ว

      @@SSkorkowsky XD All true. It's kind of funny just how much D&D requires you to suspend your disbelief. Even funnier is the occasional Rule that takes things super serious, i.e. lava doing something akin to like 50 dice of damage on contact.
      Maybe that's part of why 5th Edition pushes the "these are more guidelines than rules" spin so much.

    • @The1Ryu
      @The1Ryu 2 ปีที่แล้ว

      @@SSkorkowsky Even in skill based games their are things that are no threat to the PCs just like there are creatures that the PCs aren't a threat to. I think I've heard the phrase, "requires an impaling to do any damage' more than once on this channel.

  • @Altorin
    @Altorin 2 ปีที่แล้ว +1

    I've been playing an expanded psionics Elocator in pathfinder. So I feel that "I promise you won't regret this" moment.
    For clarity, elocators have personal gravity as a constant effect - basically they treat all planes like it's the astral plane.
    He probably won't regret letting me play it.
    Probably.

    • @richmcgee434
      @richmcgee434 2 ปีที่แล้ว

      Oh sure, constant perfect-maneuverability flight never wrecks a fantasy game, you bet. :\
      Tell me the stupid power is at least slow as dirt rather than actually basing your movement speed on mental stats like the Astral Plane does.

  • @bondapovon
    @bondapovon 2 ปีที่แล้ว +4

    Ive always been in the skills>>>class camp by a significant margin basically since forever. *However*, I will say that if you want a really well done class based system do check out Shadow of the Demon Lord.

    • @NefariousKoel
      @NefariousKoel 2 ปีที่แล้ว +1

      SotDL's system has similarities with Warhammer Fantasy RP in the career hopping sense. Lots of mix & match options.

  • @KirstenBayes
    @KirstenBayes 2 ปีที่แล้ว

    I play both, mainly skills based these days. It is much easier to flesh out a skills based character concept, but knowing how to balance points between primary and secondary skill areas is a challenge. In the end there are some skills you have to land: the first shot in a gunfight, the spot hidden for that crucial clue, the persuasion roll to get vital help. But if that's all you can do, the character seems unreal: they should be able to do fun stuff, like fix a car or bake a cake or whatever.

  • @bluestarorion
    @bluestarorion 2 ปีที่แล้ว +1

    I was feeling trepidation while preparing to run Traveller for the first time... my players LOVE class based progression, but I think running them through Annic Nova is going to change their minds. Thanks for all your great videos!

  • @masoncox4140
    @masoncox4140 2 ปีที่แล้ว

    Great video. Really Got me interested in skill based games. And the quality of your videos has skyrocketed.

  • @wanderinghistorian
    @wanderinghistorian 2 ปีที่แล้ว +8

    I've been gaming since 1998. I have always wanted to find a great skill-based game, but every one of them I've tried it was painfully obvious that there were a few builds that were very powerful and focusing in anything else was a waste of time. Class-based games actually offered me MORE flexibility. The skill-based games I tried were just full of false choices. That said, I'm sure there are some great ones out there, I just haven't played them.

    • @douglasdea637
      @douglasdea637 2 ปีที่แล้ว +4

      Much depends on how you gamemaster them and set up scenarios. No one has climbing skill? Too bad when you face a lot of cliffs and walls and vertical tunnels. Need to cross a river? Anyone have a woodcrafting skill? Or boating? Swimming? What's this guy saying? Anyone know his language? Remember the scene in A Knights Tale when the guy had to learn how to dance? I would love to play more skill-based games such as Hero system, GURPS or Fate. But my players default always to AD&D/Pathfinder.
      Some skill based games are logical. In Hero Fantasy to be a mage you have to learn, for example, how to Create Water and Shape Water before you can make an ice ball and throw it. I wish more games did that. (You can cast Fireball but you can't make a fire or otherwise control it? Interesting.)
      Edit: It's the GURPS magic system I was thinking of, not Hero Fantasy.

    • @vxicepickxv
      @vxicepickxv 2 ปีที่แล้ว

      You should look into the 7th Sea RPG. The best way to describe it as a skill based game with classes in it. I haven't had a chance to play 2nd edition, but the old system focuses on skills, and the classes are based on fighting styles that provide very specific benefits. Plus swashbuckling is fun.

    • @jasonGamesMaster
      @jasonGamesMaster 2 ปีที่แล้ว +1

      @@douglasdea637 To be fair, HERO is so open, that you could, in fact, create such a system if you wanted to through creative use of power disadvantages, I.E. (Can only be leaned by a character with the "Make Water" spell, -1/2) or something like that. Its been almost a decade since I pulled out the HERO books, but if you sat and thought about it long enough, you could make anything you wanted. I found it especially powerful for GMs that like to customize or create. Most of my players never learned the super detailed character creation mechanics, I would just make packages for different "classes" or archtypes (soldier, or mage, or starship navigator) and let them spend the points to take on those packages, using their left over points to increase this that or the other thing, or to add new skills, perks, or powers that were outside of that base concept. Sped up creation, and I had fun thinking up all the different packages for them. Also helped to prevent the One-Trick Pony and the Boringly Average issues.

  • @willpurves
    @willpurves 2 ปีที่แล้ว

    This was an exceptionally detailed and clear explanation of the two systems!

    • @willpurves
      @willpurves 2 ปีที่แล้ว

      The nice thing is that there are systems that combine levels and skills choice/customization that plug right into fantasy RPGs, as well as other genres.

  • @UtushoReiuji
    @UtushoReiuji 2 ปีที่แล้ว +1

    There's a certain degree of intimacy I enjoy with the skill-based method. I primarily run and play GURPS, and I feel like a good portion of characters do have a good degree of love and uniqueness poured into them because you're building them up from essentially nothing. I feel like it lets the players be way more knowledgeable in what their characters can and cannot do right out the gate.

    • @thorinbane
      @thorinbane 2 ปีที่แล้ว

      I wish there was a better attribute system to gurps. It has always been a stumbling block for me and makes it more less accessible to my group. Its hard enough to get along with non poly-because gamers want all their weird dice to be worth pulling out of their crown royal bag. Currently trying to decide on a scifi game. Star without number looks like a level class(though 3 classes only) system very close to traveller but uses the poly's. M SPace is based on Runemaster or Mythras system and is skills and poly's but lacks content in some parts. Traveller looks good but little room for character development/advancement outside of gear.
      Other options include SpaceMaster Fading Suns and Firefly and eclipse phase...lots of pros and cons. Almost want to see if I can hack together a palladium game for space minus MDC nonsense.

  • @mikesands4681
    @mikesands4681 2 ปีที่แล้ว

    You are still a hidden gem with a winning smile and a mischievous sparkle.

  • @stevetheduck1425
    @stevetheduck1425 2 ปีที่แล้ว

    Played Class-based, then found GURPS.
    Have never felt the need to return. Playing the game and character I want is so much fun.

  • @timbuktu8069
    @timbuktu8069 ปีที่แล้ว +1

    The thing I dislike most about class-based games is that in order to fine tune a character you have to create a new class.
    In the old days there was The Fighter, a character who hit things with other things-the end.
    Then came Paladins-fighters with a moral compass. Then Rangers they like cook outs. And then the flood gates opened. It's nice for the game makers because they can sell more stuff, but it feels like it takes away the role-playing aspect.

  • @Shark_Puppy
    @Shark_Puppy ปีที่แล้ว

    Managed to find a hybrid. Fragged Empire 2e has you pick up traits every level up (which happens every 3 sessions), and during downtime you can roll to aquire new equipment or upgrade your current equipment.

  • @lenahunter5369
    @lenahunter5369 ปีที่แล้ว

    This video was very well done, I followed every word you said and understood them. And this vid helped with a Ttrpg system I'm working on, so that's a plus too👍

  • @CantusTropus
    @CantusTropus 2 ปีที่แล้ว +4

    I've got to admit, I've found skill-based games a lot more interesting than class-based ones. Many skill-based games end up having pseudo-classes anyway ("smart guy, big burly bruiser, firearms expert") so it's not as if these games are totally without unique roles or identities. And the massively increased freedom that comes from something like ASCENDANT's huge list of moddable, combinable, and customisable superpowers allow you to come up with an enormous array of characters that all work on the same system. The freedom can be a bit paralysing at first, but give it time and love and it'll reward you a hundred times over.

    • @vidard9863
      @vidard9863 2 ปีที่แล้ว

      it depends on the dm. even in class based games some dms make it worthless to put any points in social skills. combat heavy dms tend to make games where class based games are more entertaining, because it gives you defined roles, set to comparable combat levels, information on your opposition, and a reason to justify gaining genuinely new abilities without a training montage. especially beneficial, it prevents you from building a character entirely useless in the gm's game because you are forced to split improving both combat and " soft skills " with every level.

  • @FelixGWilliams
    @FelixGWilliams 2 ปีที่แล้ว +1

    Mike, if Seth is determined to keep you from reaching 8th level, you're just gonna have to whoop his ass!

  • @hopefulhyena3400
    @hopefulhyena3400 2 ปีที่แล้ว

    My go-to “make a statblock for a character I like” ruleset is WyRM, a 3-stat classless game where 2 xp buys you any skill you can convince the GM to let you have and 10 buys you a trait.
    I figure that someone like Batman spent most of his XP on skills, and maybe a martial arts trait, meanwhile Superman saved up a ton of points for traits, and even bought additional traits to upgrade the ones he already had.

  • @bikzimusmaximus5250
    @bikzimusmaximus5250 2 ปีที่แล้ว

    I love both skill based and class based games, but I think one negative thing about skill based games that wasn't brought up that I remember in my years of playing Vampire: The Masquerade; is that there was a consistent problem of character overlap. Basically, as the campaign went on, people would start recognizing what skill were the most broadly applicable ones, and everyone would start pumping points into them. So eventually every character was mechanically identical in most situations. A big freedom I've gotten running class-based games is that I don't have to worry much about this aspect, the players can overcome any challenge by working together, but individually they all have weakpoints.

  • @arnoclaesen8105
    @arnoclaesen8105 2 ปีที่แล้ว +4

    Before reading the title i thought this was going to be a video about communism/capitalism and meritocracies

  • @gordonmcinnes8328
    @gordonmcinnes8328 ปีที่แล้ว

    I'd divide rpgs into 2 categories, 'Are you heroic in scope, or not?'

  • @azathothwakesup
    @azathothwakesup 2 ปีที่แล้ว +1

    Hell yeah, another banger from my main man Seth!
    Keep up the awesome content!

  • @puddel9079
    @puddel9079 2 ปีที่แล้ว

    I think the best thing about skill-based games is that the gamemaster can quantify how many points the players can use (with the usual caveats) for new PCs and players.

  • @DMRaptorJesus
    @DMRaptorJesus 2 ปีที่แล้ว +1

    My favorite video of yours is For Thor, keep it up.

  • @KrooTon
    @KrooTon 2 ปีที่แล้ว

    Yo I don't think I quite expected the DEEP dive on this (I don't know what I expected, this is Seth!) -- I really appreciate your experienced take on this, Seth. You hit on a lot of things I don't think I was ever quite able to articulate about the issues around each style game!

  • @douglasrood2650
    @douglasrood2650 9 หลายเดือนก่อน

    Rifts is a combination of both types, there are classes and levels but there is also an extensive skills list that really makes the character, the classes just give you starting skills like the occupations in Call of Cthulhu.

  • @Ironfist85hu1
    @Ironfist85hu1 2 ปีที่แล้ว

    There are two interesting systems I know about this topic.
    First, the hungarian M.A.G.U.S., 4th edition (literally: New lawbook), it used classes, and predefined skills for them, but everyone was able to learn nearly everything. For example, fighter type characters were able to learn magic, for more skill points. Just like spellcasters with criminal type skills. It differed from subclasses too, for example a sellsword was able to learn dirty fighting tricks, or what, but a knight couldn't. A barbarian couldn't learn any magical skills, and civilisation stuff were double costed for them (like read/write, social stuffs, etc). There were exceptions too, because for example rune magic and high magic were only reachable for wizards for use, everyone else were able to learn it for extreme amounts of skill points, and gold - and only as basic knowledge, without actual technical usage (to 2/5).
    The other one is the swedish Symbaroum from Free League. It uses so extreme skillbased system, its classes are merely propositions. Like "Treasure hunter usually use these few skills, and usually raise these attributes higher". And that's it, you can learn everything with everyone. Even more, you need to learn every single spell, as a separate skill, and upgrade them from novice to adept and master level. Of course, if you don't have any mystical tradition skill, then you will recieve a lot corruption for learning, and for using them too. But all in all, you are just a character, who can learn what you just want. There are no character levels, experience is directly spent on skills. New skill to Novice costs 10, novice to adept costs 20, and adept to master costs 30.

  • @terjethornqvist4361
    @terjethornqvist4361 2 ปีที่แล้ว +1

    One hybrid system that I found interesting (and that also neatly explained away how and why players tended to acquire skill and power so much faster then most normal people, but that's another thing entirely) was FASAs old Earthdawn game, while true to fasa style the system did suffer from some not so minor issues. The game had the at least from what I have played a unique concept of a combination of classes with skills and once you had increased your current skills enough you unlocked the next class level that unlocked new skills and spells.

  • @progressiverush7463
    @progressiverush7463 2 ปีที่แล้ว

    Teleprompter or not, your awesome. I know its a good day when I get a notification from your channel.

  • @josullivan5604
    @josullivan5604 2 ปีที่แล้ว

    now this is a rpg topic! I run both west end d6 games, white wolf, and 5e dnd. You are speaking my language!

  • @r.d.hargrave8159
    @r.d.hargrave8159 2 ปีที่แล้ว

    For some reason I thought that the speech seemed rather rapid ... then the news about the teleprompter at the end explained it. (& mad talent to having done so many for so long without one!) Although still a 22-minute + video, mind not speeding up too much from the reading. :)

  • @tabletopgamingwithwolfphototec
    @tabletopgamingwithwolfphototec ปีที่แล้ว

    Please do a basic run down video covering the very basics of each of the TTRPGs you have run or played.
    That might stir conversation on different systems and be a new starting point into other series of videos.

  • @DeyaViews
    @DeyaViews 2 ปีที่แล้ว

    I appreciate that this video also briefly touched on Powered by the Apocalypse games as being sorta-class-based-but-not-quite (more "off doing their own thing" like Kult: Divinity Lost). I love how they tend to require some player creativity in driving the events of the game forward.

  • @cxk7127
    @cxk7127 2 ปีที่แล้ว

    I prefer skill based games over class based. Obviously, both are enjoyable.. but I feel I skill based games (generally) offer a lot more customization options.
    Great video as always!

  • @originaluddite
    @originaluddite 2 ปีที่แล้ว +2

    I hit 'like' during the opening caveats because that kind of nuance suggests an opinion worth listening to.
    And yes I too find the term 'class' diverting. When I run D&D I change the term to 'calling' so that we can use class or status to refer to degrees of wealth or honour.

  • @Incrediblefatslug
    @Incrediblefatslug 2 ปีที่แล้ว +1

    Have a great new year. Always love your content!

    • @SSkorkowsky
      @SSkorkowsky  2 ปีที่แล้ว

      A happy new year to you as well.

  • @ZombieDish
    @ZombieDish 2 ปีที่แล้ว +1

    I came to Call of Cthulhu from D&D and other class based system and after finally running my first scenario (Paper Chase for two players) I'm kind of into it now. I'll still play D&D though but CoC is in our groups rotation now.