I think it's safe to say that The Elder Scrolls series has demonstrated the capacity for a class-free "perk" system to make an excellent RPG device, and while I began development of this system prior to my introduction to TES, it's still an excellent influence and example the system's functionality. I bring all this up as reference for the fact that I've designed the d10 system to be a class-free system. And if I should clear up my terminology, class-free is to say that you do not select fighter, or mage, nor mercenary or techie as a core character statistic. Yes I encourage it for flavor, almost to the point of wanting to require it, but I want players to have that freedom to explore how they can use the system in various ways.
Now, to sound almost like a hypocrite then try to save myself:
Classes help give an overarching concept to the character, and set up an infrastructure for growth that is geared towards the manner in which the player wishes to play. Having a class also helps to give more context to the character, and it makes it easier(opinion) to visualize and conceive the character in action. If you choose to play an engineer, and you've played other sci-fi games with engineer-type classes, you'll already have a frame of reference for your character. Classes are also great tools for gauging and properly pacing character development as well encouraging a party of characters playing different roles(and roleplaying... pun?). I've also recently begun to dabble in MMO's, and found bits of inspiration that works best with a class type of structure.
Introducing, Class Talents. "Mid-level" Talents which increase a character's synergy within their concept's specialization, Class Talents often use the new Momentum Charge system, which employs stacks of various types of charges that build over a combat instance and cause various effects. I'm still unsure how far into development they should be, so the required Talents, Skills, and Attributes are unset. This approach to the class system is in a way backwards of the norm, being something that the character builds towards. It's not something that limits what your character can do, but rather demonstrates further realization of the character's identity.
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