User blog comment:Mystic Monkey/Tabletop Role-playing Games/@comment-477304-20190216185332/@comment-679780-20190217011913

Classes were never really ment to be to begin with.

The TTRPG is based on the Adventure Books, but at the time I didn't had the gamebooks and was trying to remember from memory how it was suppose to work. An attribute with 1 was suppose to be good while6 was suppose to be terrible so that if you roll equal or more than the stat number you would succeed. I also tried to take a page from Fallouts book and tried to allow players to choose how many points they can have on each attributes. Basically the Class System I tried would of granted +1 to an atribute but thing is if something had all 6 on a stat, or very least 5+1 from class then that would make that attribute and automatic success that that just breaks the game. So I did away with the classes.

But now that I have the gamebooks, the gamebooks show me how to do it properly. Attributes range from 1-6 yes but the higher number is better. For rolls your attribute number is added to the d6 roll and the total is needed to beat difficulty numbers ranging from 5-10.

Originally I plann to keep Speed, Power and Fly no more than attributes along with Technique but I do see your reason why they should work for an actual class system and adapt so.

So you see the classes were never really mandatory to begin with so I'm somewhat struggling on how to keep them in. Should they be mandatory? Is it impervious to have a "None" class?