grimjim wrote:Class systems are very old and derived from the old 'soldier types' in wargames that gave birth to RPGs, the idea of having a 'balanced' or specialist force made up of different troop types carrying over.
In tabletop RPGs class systems have long been out-of-favour and replaced by skill based systems, to the point where the newer version of D&D (3.0/3.5) has much easier multiclassing, special additions called 'prestige classes' and a tacked on skill and feat system to give more of the customisation people are used to now, while keeping fairly true to the original D&D tropes.
Ryzom is, effectively, a multiclass system rather than a true skill system, but each class subdivides and specialises as you advance, giving you a greater degree of customisation.
The problem with such systems is that people will seek out, and transmit to other, the 'optimum path' for success - which is why we see so many AoD's and advanced PR diggers and certain types of meleeer and crafter over others.
The best way, IMO, to counter this, is to give people a much wider array of possible skill builds, special abilities and specialisations that the line about what is 'best' becomes more blurred.
Daggers, for example, could be more effective at spell disruption - on top of the effect of their fast speed - and/or could use up less stamina for special attacks since they're more wieldy, or could be given a sneak attack bonus or, as was once talked about, killing creatures with 'low impact' weapons like daggers could increase the number and quality of materials taken from creatures.
hit the nail right on the spot there
i'm a 2nd edition AD&Der btw
From my experience [about a decade of P&P RPGs]
character classes having unique limitations and abilities give more flavour and a looooot more to roleplay...
how many AoDs would go for it if they had to drop swordplay (at some point/extent) to concentrate on magic to advance that high...?