RPG Design: Class-based vs. Skill-based, Part One

In his latest role-playing design article, Rampant Games' Jay Barnson tosses out a few examples of skill- and class-based systems that we've been exposed to in various CRPGs of yesteryear before moving on to hybrid territory that even his own Frayed Knights: The Skull of S'makh-Daon crossed into. Lots of name-dropping in this one:
The older Elder Scrolls games were also weak-class hybrids. Class dictated which skills progressed the easiest, and which counted towards level progression. You were free to create your own (class) if you wished, which really just gave a name to whichever custom collection of favored skills you wanted to combine.

The loose implementations of the Vampire: The Masquerade system in the two CRPGs that drew from the system are, in my opinion, pretty evenly split in terms of class or skill focus. Much of the character dynamics are purely in skill-based territory, but some very key elements of the game are based upon the character's clan. Vampire the Masquerade: Bloodlines did a fantastic job of making much of the game truly different for some clan choices, particularly the Malkavian or Nosferatu clans.

D&D 3.x used in the Neverwinter Nights series, The Temple of Elemental Evil, Icewind Dale 2, etc., is a strong class-based hybrid. While there are plenty of skills (mainly non-combat based) and a common pool of feats that theoretically any character of any class can acquire, and one's (class) is pretty flexible where class choice can change from level to level, most of the more significant upgrades and choices are dictated by class. While it's possible for a wizard to pick a bunch of fighter-type abilities, it's almost always a very poor choice. I'm really looking forward to any games (including the announced MMO) using the Pathfinder system, which is the spiritual sequel to third generation Dungeons & Dragons.