Here is an older, yet great post I found from a roguelike developer regarding one of the core arguments in RPG gaming. Whether pen and paper or electronic roguelike, I think the importance of the debate is the same regardless of medium.  So here some food for thought and an interesting resolution from the author.  
 
I've been reading the debate on 
skills vs classes being revived again. Firstly, have a look at those blogs. They're an interesting read, and as a 
game developer myself, I've got a whole lot of sites to bookmark and go through.
I also feel qualified to comment on them. For the record, I have been developing a variant of 
Angband  called Unangband since 1992. Its playable; feel free to download it  from the links on angband.oook.cz or direct from the development website  unangband.berlios.de.
My game falls firmly on the side of  classes at the moment. However, I've learnt a lot from fellow Angband  variant developers, and particularly feel in debt to the excellent  coding and game-balancing of Leon Merrick who developed a skills-based  Angband variant called Sangband, which I recommend you download and  start playing immediately. Leon has stopped developing Sangband  approximately a year ago. The last official version is that I can find  hosted is 
here,  however a more recent 'unofficial' version is available if you wish to  track it down. So I'm not alien to skills, in fact, I suspect I may be  implementing skills in a later version of my game.
I think the  discussion around skills vs classes has been missing one very important  point: if you implement a cool special ability, why should you be  cutting out even 1 person in your player base from using it. Its an  important point, particularly for developers who don't have large  development budgets, which is what I presume the majority of people  reading these articles represent. Valve, who are arguably have designed  some of the best games ever, will put a huge amount of developer time to  script in cool events that have happened accidentally during a playtest  run through. If they put in that much attention to ensuring that  everyone has the same cool experiences, surely I (and you) should be  doing the same.
I'll use the concrete example of the backstab  ability. This is an almost trite fantasy cliche: a thief character  sneaks through the shadows up to an unsuspecting monster, pulls out a  short blade and thrusts it between the enemies shoulder blades. With a  gurgling shudder, the monster drops to the ground, its compatriots  unaware of what has just happened.
Now most games will have some  kind of routine for backstab that goes if class = thief and/or  skill-check(backstab) is true and monster is asleep, apply 
massive damage multiplier (With no apologies to Sony). But in reality, this requires a whole lot more development work to support. In a 
recent discussion on rec.game.roguelike.development, for instance, I discovered that one of the 
competition  to my roguelike implemented a line of sight dependent wake up routine,  and a dungeon generation algorithm that designs the dungeon to have  multiple routes to a monster, so its possible for the player to see a  sleeping monster and find a path to the monster that has a minimal line  of sight in order to maximise the chances of getting in the precious  backstab that they have specialised in.
Now, to keep up with the  Jonses, I potentially have to implement a CPU-intensive modification to  my LOS algorithms, and completely rehash my dungeon design algorithms  which I have just changed to ensure that I only have at most 1  connecting tunnel to each room. No way am I going to put in all that  effort, just so one class specialist of the hundred or so class  combinations I have in my game gets an infrequent damage multiplier.
So howabout I go through the following thought process instead. 
Screw classes and skills!
I want 
everyone  who goes through the process of sneaking up on an unsuspecting monster  and hits them in the back with a bladed weapon to get a massive damage  multiplier. They've made the effort, they deserve the multiplier. Same  with magic spells. If they've got some oil and a big red book of fire  magic, and know that the monster they're fighting is vulnerable to fire,  then they deserve an easy kill for covering the monster with oil and  hitting it with a fire spell.
Instead, I should concentrate on  things like how much of a bonus should back-stabbing give? What  incentives should I be giving the player to switch to a small bladed  weapon, when they have a perfectively good big brutal axe? How should I  ensure that an critically injured monster can't call out to his friends,  but a less critically injured one can alert them? How do I model the  line of sight, AI and dungeon design/generation systems to allow a  player to get to an unaware monster? What should the consequences be of  the character getting caught red-handed? How far can a player throw oil  and what's the splash range? If a monster catches fire, what does it do?  If the player casts a fire spell, and has managed to get oil on  himself, what are the consequences?
You'll probably have noticed  something about the back-stabbing and fire spell examples. Each of the  abilities requires a different equipment load out. Its a developer bias.  Angband and their ilk are all about inventory management. But every  MMORPG is also all about the loot you get from monster drops. And the  good thing about a classless, skill-less system is that every drop is  potentially useful to you. Not just the next-bright-shiny item for your  class, which you have to spend forever looking for.
Note that I  am not saying that every attack shouldn't require skill. But the skill  and preferred attacks should be down to the human at the edge of the  keyboard. And I'm not suggesting no levelling. Characters may still be  able to level up - just a level 10 character should not be any better at  backstabbing or casting spells or swinging a sword than any other level  10 character. Levelling up should be about better luck, or improved  health, or something else accruable that gives the players a fighting  chance against tougher monsters. Or if you have "skill-checks", make  them a simple comparison against the characters level, rather than level  * class progression or skill level.
Its something I've been  moving towards in my variant but won't have the guts to do for some  time, if ever. But I suspect it'll be incredibly liberating, and let me  concentrate on the important stuff, which is implementing more cool  features for the player, as opposed to any kind of min-maxing of  different classes and races and nerfing of skill and class combinations.
So this is a clarion call against classes and skills, from a developer guilty of a little bit of both.