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Skill Based System.
#5
The only problem is in most skill games I have seen the losers have already calculated the most efficient paths and there are lots of paths that just end up making you absolutely worthless. IMO the tendancy is that the viably competetive combinations widdle down to a small number, so that really the diversity isn't more than a class based game if you want to be competitive against the min/maxers.. (Any of us who have played pen and paper with a munchkin know this tendancy).

Can it be done? Sure, I suppose so - but its going to be hard to make a skill system that allows lots and lots of viable builds.

Skill systems can also scare off noobs, which may be a good thing for quality of end game competition but not for selling your product.
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