This is my latest version of Simple 2d6. I think it’s good enough to be an open beta. Please download, playtest, review and give me feedback.
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Classes are strange constructs that put abilities in ‘silos’ or ‘ivory towers’. They make it impossible, or damned near, for a character to develop into another class’ area of expertise. My favourite illustration of this is the Fighter and the Rogue.
The fighter is defined as a combat specialist. They can use all weapon types, fight in all armour types, and minimise damage they receive. The rogue is defined as living by their wits, through stealth, deception and intrigue. They can use some wapons and maximise the ambush.
Unfortunately it turns out that Rogues can do combat-techniques that a Fighter cannot. I’d think that a combat specialist can maximise their combat advantage in any situation – especially the ambush, or the flank. However, they cannot do this in traditional systems: why? It encroaches on another class, or it ‘unbalances’ the game. Yet it does not unbalance the game to make a fighter as alert and perceptive as a mildly alive fungus.
For these reasons I think it best to make a RPG system ‘class-less’. Do not impose classes on characters. After all the character’s skills are learnt by experience, environment and expediency. Social caste/class is a far easier restriction than some abstract professional choice in the past that forces an avowed dedication not to learn certain things.
Simple 2d6 is very much about defining what a character is actually good at. The attributes/statistics give a base that is usable. Having Perception as a stat allows every character to be alert – because they are! You don’t have to be of a certain ‘profession’ to actually be alert. It makes no sense that a wizard, used to scouring old texts for ciphers; or a paladin, studying the symbology and allegory of religion – is not perceptive.
Enough blather – read the PDF.