Something I've been toying with in a test project was the idea of a unique class whose gimmick is that they get a randomised skill set at the start of every turn, based on the current combat situation. This means that their turn-to-turn skill set is quite small, but since their skills are picked from a large pool of possible different abilities, you are assured to have a different set each new turn.
Quick, simple examples:
Random encounter starts with party in good state:
-Adept gains powerful damage abilities.
Encounter with the party at low health:
-Adept gains healing and utility abilities.
Boss battle with unique mechanics:
-Adept gains abilities that may help deal with the boss's mechanic.
Pros:
+Usually has a good answer for the situation at hand.
+Feels different to play in every encounter.
Cons:
-Can't rely on having a specific skill or effect at the right moment.
-Smaller selection of skills to choose from per turn than a regular character.
To enhance the class's viability, some smart randomising is required, such as to avoid getting two skills that are too similar to each other. Like, if one AoE damage ability has been picked, the other skill(s) will not be AoE damage, unless they have vastly different secondary effects to them. If there is one straight heal skill picked, the other ability would be a regen or a defensive skill, or add in a damage skill to offer the choice between going offensive or defensive for the turn.
Of course, it also helps to have a good variety of checks to see which skills are most required at the moment, which gets more difficult when it needs to check on both the enemy and the state of the party.
Thoughts? Opinions? Would you pick this class in like an RPG that lets you build your party from a selection of different classes?
Quick, simple examples:
Random encounter starts with party in good state:
-Adept gains powerful damage abilities.
Encounter with the party at low health:
-Adept gains healing and utility abilities.
Boss battle with unique mechanics:
-Adept gains abilities that may help deal with the boss's mechanic.
Pros:
+Usually has a good answer for the situation at hand.
+Feels different to play in every encounter.
Cons:
-Can't rely on having a specific skill or effect at the right moment.
-Smaller selection of skills to choose from per turn than a regular character.
To enhance the class's viability, some smart randomising is required, such as to avoid getting two skills that are too similar to each other. Like, if one AoE damage ability has been picked, the other skill(s) will not be AoE damage, unless they have vastly different secondary effects to them. If there is one straight heal skill picked, the other ability would be a regen or a defensive skill, or add in a damage skill to offer the choice between going offensive or defensive for the turn.
Of course, it also helps to have a good variety of checks to see which skills are most required at the moment, which gets more difficult when it needs to check on both the enemy and the state of the party.
Thoughts? Opinions? Would you pick this class in like an RPG that lets you build your party from a selection of different classes?



