character gimmicks

Crimson Dragon Inc.

Crimson Dragon
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hi everyone.....


i'm here to discuss character gimmicks


i think every character in a game should have something that makes them unique


for instance in my game i have a character who instead of having set ability/spell effects instead each spell/ability has a random effect 


and i have an elemental mage who is more of a saboutuar instead of a magic cannon, she relies on inflicting status ailments related to the element she uses instead of straight damage


i wanted to know your thoughts on these types of characters
 

Vexatious

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I think this adds a good variety to it.  I could imagine that even some people might have negatives to what they do. [Balanced with good, of course. Unless they're job is to make the game harder and you can't get rid of them]


I have a few gimmicks that I plan to be unique for each person, that way it doesn't feel quite as basic as "Oh, this character's main focus is melee damage. Oh, they cast spells. Oh, they heal..."  

Not that that is bad, but it is a cliche. 
 

kaukusaki

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i'm used to D&D so I basically had a fighter (melee only), mage (magic attacks), archer (ranged attacks) and healer (status effects). These days, I try to do more than the common 4 party members by mixing things up. I still think of donjon mastering so by mixing things up, i'm whipping out a multiclass sheet and picking various feats lolz. one character in a game I'm working on is a pure defensive fighter. which makes it a difficult fun challenge since most games I've played are combat heavy and offense oriented.
 

aboynamedearth

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Sometimes, I think that focusing less on "class" and more about "What is the thing that defines this character" can make or break a game. I find themes to be very important.

Like for your three spellcasters for example, why do their spells operate the way they do? Having multiple people fitting into the same general class, even if the spells are different, can become a bit tiresome unless their themes differentiate them too. 

Or maybe that doesn't matter, but for me, theme is incredibly important for creating a solid, unique character, both in gameplay and narrative. 

 
 

Pierman Walter

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In my game, there is a character who loses stats and health as he levels up, because he is old and shouldn't be pushing himself.
 

Adventurer_inc.

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Each character should be unique, unless you are making a open world type game. The combat system should supplement the story and not simply exist just to add duration to the game. For example, a farmer boy who grew up working the fields should have more physical damage or a wizard who grew up with strict parents should be more resilient to magic. My best work of this is hiding hidden stories within abilities: an easy-going, diligent girl with an passive ability called Distrust which prevents her from receiving any buffs. This makes your characters and combat system feel alive.


Simply, the combat system should tell a story that can not be done with narrative alone. Ask yourself what does each spell/skill say about the character you are trying to portray.
 

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