Sunday, November 15, 2009

Class based vs Skill based vs Someting else

As I have been reading DragonQuest the last week, I've realized it is a very peculiar mix of a class based, skill based system and just Something Else. I'm still trying to wrap my head around it. Today I got a small reminder of a sensible way to approaching designing games.

In DragonQuest you usually roll against your stats, but there's also skills. Now, skills are not skills the way I'm used to them. A skill can, for example, be Troubador. The Troubador can charm people, have some ability with magic, plays music and can disguise himself. Don't you think it looks kind of familiar? At least to me it looks a lot like the Bard class in D&D. You pay Experience Points to buy Ranks in the skill Troubador, and gain new abilities for every rank, or increasing the proficiency with the abilities already gained.

So I guess this could almost be described as a class, but one which is optional if you'd rather pay for ranks in your weapons, or buy increases to your stats. Naturally you could also buy ranks in spells, or different skills if you have EP to spare. Now it do sound more like a pure skill based system, or does it?

You might say that I come to my subject with preconceived notions of how a game system is to be constructed. Fair enough, I do have some expectations and they are coloured by how common games look. I don't think I've seen any game before where buying a skill gives you all those effects that buying, say, Troubador, gives you in DragonQuest.

Talking about a common reference makes me think of Tunnels & Trolls. In that game system everything you do involves your stats. Even though there's a lot of rules in DraqonQuest, it explicitly say that you roll against a stat to succeed. Many of the procedures included do just that. So, obviously it's a lot like T&T. But, it still have those skills which at least look a lot like classes. What a wonderful mix of ways to approach roleplaying rules!

When you sit there with your familiar game, wondering why anyone ever would need anything else I think this is the answer. I love to collect and read lots of different games, because something comes around that expands your mind. A designer of games should read at least twenty before starting their own. Try it, it's fun.