Class progression

KeroTani

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I've always like class systems in games. The mix and match characters are always the most fun to play. In my project i'll to using a 3 tier class system but i'm wondering if my idea is only awesome in my head. Each of my 4 characters will have a main purpose, their level up skills will reflect this. The main character is a fighter type, her brother is a support type, a knight is a tank type and the "elf" is a caster. But I didn't want to just make classes with more skills and higher stats like many RPGs do. So I was thinking each character would have a number of class options at each tier. For example the fighter's base first class upgrade would be a barbarian type of class. More health, more damage less def, but by doing side quests and meeting NPCs of other classes she could unlock an assassin class that is more crit heavy or a support fighter class (name TBD) that can deal damage but buff elemental def for the party. Also picking the middle tier class will limit you end game class. Any thoughts on this system?
 

lianderson

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It´s workable. But tbh, it sounds kinda cliche. :(
 

Poryg

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If you can balance it well, no thoughts on it :)
 

gstv87

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Each of my 4 characters will have a main purpose, their level up skills will reflect this
then, make your own classes, however they'll fit to your story.
*do* you have a story? or are you just pulling out classes for the sake of looks and meta-ness?
that's the question to answer.
 

KeroTani

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then, make your own classes, however they'll fit to your story.
*do* you have a story? or are you just pulling out classes for the sake of looks and meta-ness?
that's the question to answer.
I have a story made, the classes reflect each character and their traits. I still have a ton of work on the script mind you.
 

Vexatious

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I have a story made, the classes reflect each character and their traits. I still have a ton of work on the script mind you.
You talk about script, and since that still seems to be mold-able, here's my two cents.

So each of your characters have their own personality, traits, preferences, ect.
So they kind of start out vanilla of these classes, traditionally. As the game progresses, you can have choices, or as you mentioned earlier, side quests that perhaps mold who they are. You could also have heavy choices which perhaps helps direct where that character is going in the story, and changes something in their class. Choices can include not just verbal choices, but actions that test their willpower, strength, ect that way it makes sense when it changes something in their stats.
 

KeroTani

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You talk about script, and since that still seems to be mold-able, here's my two cents.

So each of your characters have their own personality, traits, preferences, ect.
So they kind of start out vanilla of these classes, traditionally. As the game progresses, you can have choices, or as you mentioned earlier, side quests that perhaps mold who they are. You could also have heavy choices which perhaps helps direct where that character is going in the story, and changes something in their class. Choices can include not just verbal choices, but actions that test their willpower, strength, ect that way it makes sense when it changes something in their stats.
I hadn't thought of giving the class quests options that change their stats but that's a good idea. Class systems are the best part of RPGs to me. Kinda why I love DND. I'll need to make some changes to a few of the quests.
 

Vexatious

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I hadn't thought of giving the class quests options that change their stats but that's a good idea. Class systems are the best part of RPGs to me. Kinda why I love DND. I'll need to make some changes to a few of the quests.
Glad I could help. :) If you ever want direct play test feedback or further brainstorming, let me know! :)
 

Henryetha

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Many class options - if well implemented - is a great thing.
Tree of Savior has for example rly many (according to their website a total of 80)
http://www.tosbase.com/game/classes/
And while in ToS you can keep going with your previous class, in Ragnarok Online you'd usually change class after a certain amount of job levels and have choices there:
http://irowiki.org/wiki/Classes
On that site notice there is 2-1 and 2-2, meaning, those 2 are the choices to be made.
 

fireflyege

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If I am gonna talk about my classes, my characters have their fixed classes but they unlock their skills via other things.

For example my healer has two stances, Malefactor and Benefactor which she must change between in order to manage her mana, one is light and water spells based on direct heals and cleanses, and the other is fire and darkness type which is based on revives and shielding. She does not start with all her skills, but unlock them via talking to different gods and defeating them in combat.

I also have a Witch which can join 4 guilds which are Occultists, Warlocks, Elementalists and Enchanters. Each type of spell does different things, and she unlocks each of them via joining guilds. She can join all four by the way, but you need an item for it to cover her aura so that the guild masters do not know she actually joined one. In battle she cannot use all 4 at once, she creates a ''circle'' and draws power from it. For example she cannot use Warlock spells on an Occult circle, she must change her circle first and vice versa.

So long thing short, I included different skillsets with a stance mechanic. They work for me, I think you should just add a little bit of ''yourself'' to your class options based on what people were doing for centuries.
 

KeroTani

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As it stands right now I have a good idea of most of my classes, the one thing i'm still iffy on is the support character. While I was able to split the other 3 character's class options into clear specs the support character is a bit harder. I want this character to have a high aptitude for magic but is just starting out. I'm trying to limit his damage skills in favor of a more support style role.
 

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