
broadsword-30) without spending many points, because you have total freedom. In GURPS: Dungeon Fantasy it's just too easy to hyperspecialize and become insanely good (e.g. The structure built into existing classes is a major part of the value proposition for playing variations of D&D for me, the other part being the magic system. That's pretty much my take on homebrew classes: if I want to play GURPS: Dungeon Fantasy, I'll just play GURPS. If you play GURPS, you shouldn't keep track of character points, period, IMO. Nowadays I feel like total freedom in character creation is only fun/interesting if you abandon character advancement too.

That's an interesting consequence of the way wizards are constructed in (A)D&D. You can't skip straight to Shapechange as a wizard after earning 50,000 XP: you have to learn a whole bunch of lesser spells first, which tend to make Shapechange less attractive in many situations because it's overkill.

in football you don't use flying drones to carry the ball over the other players' heads-and (A)D&D character class/level progression is an interesting constraint. You're not forced to spend points on stuff that you should logically be good at but aren't interested in (how do you get preternaturally good at the broadsword without exercising and boosting your Strength and Health?), and eventually I came to view that total freedom as a negative in the context of hack-and-slash dungeon crawls seeking treasure and power over time.Ĭonstraints are a major part of game design-games are only fun because we artificially inflate the difficulty of a task by deliberately avoiding the easy solutions, e.g. (Bold added.)That's pretty much my take on homebrew classes: if I want to play GURPS: Dungeon Fantasy, I'll just play GURPS.

See, reasons why I prefer non-class, non-level systems.
