Concerns about my classes.

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Not so much in terms of stats, but in terms of "What exactly can they do?" 


Let's look at my four main classes, shall we? 


~Bard~

The masters of music and story, the Bard classes use their Songs and Trickery to entrance and beguile their foes. They are the ones who are the Taunters, the ones who can easily chat up their foe and serve as a distraction so that they can lure them into being attacked by their other party members, or just so they can sneak by safely should they need to.


However! The standard title of "Bard" will get one laughed at and underappreciated. Why? Because if you're addressing yourself as a Bard, you're basically saying to people, "I'm a rookie! I'm still a student!" and you're not going to be taken very seriously as you're still essentially in college and still learning the basics of your craft. Once you complete your training at whatever school you attend/under whatever teacher you serve, you are no longer under the title of "Bard", but are addressed as a "Minstrel". And from then onwards, you're taken more seriously and you can (naturally) learn more and better skills. However, the Bard classes are usually not adventurers, and certainly aren't heroes. Not to say, of course, that they can't be good, helpful people... but they're not the sorts who usually end up in legends and history, and instead they tell said stories to people. If they do seek to explore new places, it's usually on the quest to find more stories to tell rather than to make their own. Their Songs, under proper training, can inspire strength and vigor in their comrades, make their foes ears bleed, heal wounds, calm one's mind and remove status conditions, and even call down Fire, Ice, Thunder and other Elements.

~Mage~

The masters of arcane Incantations, they are the hard hitters in terms of magic. The Mage classes are able to control just about all the Elements in the world, with the exceptions being Sound (what the Bard classes use), Physical (which is what is handled by the Knight classes), Light, Spirit and Nature (which are handed by the Priest classes).  Magically strong but physically weak, as you would expect.


As with the Bard above, being addressed as a Mage conveys the same unimpressed reaction as being just a Bard. And just like the Bard, once they graduate and recieve their new title of Wizard, they gain new skills and more respect.  And while some go out and become adventurers and heroes, it's just as possible for a Mage type to never go far from where they began their studies and continue on with their work, passing on their knowledge to any who manage to find them in their lonely towers. They control the Elements of Fire, Ice, Thunder, Water, Earth, Wind and Darkness and they focus entirely on offense, taking down foes with ease.

~Priest~

The masters of healing and protecting through Hymns and the bearers of the Element known as Light. They're more defensive than the Mage, particularly magically wise, but also have a larger general magic pool, because frankly the people who need them need them to do their best. 


Because of this, the Priest classes are respected no matter how much training they've had or what title they hold. After all, even healing the smallest wound or dispelling a simple ailment can go a long way, as left unchecked, it can swiftly turn into a bigger problem. While they may not be much for adventuring often, they're always considered heroes to someone. But just because they're healers doesn't mean they can't defend themselves as the power of Light is more than just a defensive or healing Element, but can also be used to blind and hurt others as well, should it come to that, particularly the Undead or those who dare to wield the Darkness Element. They are also the only ones who can bring back their comrades from death.

~Knight~ 

The masters of physical prowess, they are the only ones who don't initially learn some form of magic. Instead, they put their Chivalry to the test in battle, relying on the strength of their weapon and shield and them being considered the "tanks" to assist their comrades, even at the cost of their own health. However all that physical defense comes at the cost of being weaker to Fire, Thunder and Water, due to them being the only ones who can equip heavy armor and that also slows them down as well. 


However, one saving grace they have is their passive ability to go into an Adrenaline Rush when low on health, raising their attack and agility so long as they're in danger. As well as that, they are the one who seek out adventure whether it be under fealty to their lord or king or because they wish to strike it out on their own, and it is these noble soldiers and their acts of bravery and honor that are remembered in song and story by the local Bards and Minstrels. Only, that is, if said Knight isn't just a Squire, because while he gets better respect for being a novice than the Bard or Mage, he still is given odd looks and questions if he's not alongside his mentor and, like most novices, won't be taken as seriously as one with proper training would.

~The Problem~

So, what exactly is it that I'm concerned about? The fact that I don't have a good idea what comes next. See, all four of those classes are, as you would expect, represented by the four main characters I have in the first game of my series- Alto is the Bard, Minuet is the Mage, Aria is the Priestess and Quintus is the Knight. Alto, btw, is my main main hero. In game, through character development in either sidequests or the main story, their class "upgrades" so to speak to reflect their growth. Alto and Minuet become a Minstrel and Wizard respectively near the end of chapter one no matter what, though the circumstances surrounding that change depending on whether you win the boss fight or not (I'm actually not sure if I want to have both Alto and Minuet fight Maestro Sonorous together or if it's just Alto alone and Minuet has her own boss fight by herself against her mentor, though I think the latter would make more logical sense) as while they don't kill you, as you're not their enemy but just under their teachings at The Academy, you get different scenes afterwards. So that's not so bad! 


However... I'm not sure what really changes. What does Minuet becoming a Wizard do skills wise that's different from her Mage class? And that's not even the end because her big character development sidequest is that she wishes to become an Archmage, which is a Master of All Magic and in this world, the journey takes years to complete. Archmages are rare in this world as most who seek to be one either end of dying in said journey whilst adventuring (though that's always the risk if you go on adventures anyway, Archmage or not) or they reach a certain point on the tier and decide they like it enough that they don't want to go any further. She however, is impulsive and wants to get there as quickly as possible, though if she goes through her sidequest properly, she learns to slow down and not take shortcuts. So she starts out as a Mage, then upgrades to Wizard, then IIRC she gains the Witch class (most likely that focuses on more Darkness Element type skills) and that's as far as she goes for this game, gaining more upgraded classes in each game before finally reaching her goal.


The same somewhat applies to Alto. He's a Bard at the start, gains the Minstrel class, then the Skald class and that's it for this game. I have a list of some skills, most of these will probably be tied to Minstrel, but Skald? What exactly would a Skald do that's different or more powerful skills wise than a Minstrel? I have Element based Songs, so is that what they're based upon? Or should I think of something else? I have the idea in-universe that the Bard classes can cast illusions with the stories they tell that make the room they're in look like as if the listener is right there in that location and experiencing the story first hand so it's as the story is "real" to them. Should it be an actual skill used to Taunt and distract enemies? I also have the Trickery skill type, also Bard class exclusive, that deals with stuff that a Thief would do- steal things, distraction, making the foes turn against eachother -but would it be redundant to what I could do with the Bard classes normally? Like a Corrupting Chime skill that casts Fascination, I fear, wouldn't be much different than the Rumor/Propaganda skill I made. 


Aria. She's gotten off a little bit easier, thankfully. In her character development, she becomes a Druid and then... some sort of class that deals with the Element of Spirit and the Undead that I can't think of a name for. While I have a decent idea on what a Druid could do (Nature magic, so forest-y stuff and maybe something to do with animals too), I have absolutely nothing for the Spirit class thing, not even a name or skill list. As expected, she gets new class upgrades per game, but for now it's just these.


Quintus is the one that worries me the most. He's already a Knight, which is the upgraded form of a Squire (though I do plan on having us play as Quintus as a young Squire during a chapter where he explains his past), but what worries me is the class that comes after that during his character development: The Paladin. I have no trouble thinking of skills for them to learn, but my problem is different from the others. I'm afraid that if I'm not careful, that I'll end up unintentionally making Aria obsolete as a party member. What I had in mind was for the Paladin to be either like the ones in World of Warcraft (my friend basically describes them as Priests who took up armor instead of cloth with better weapons and similar abilities) or the ones in Quest for Glory (rare example of a Neutral Good Paladin instead of Lawful Good that could heal, has two shield effects one for magic the other for physical, could raise their strength, could cast the Paladin equivalent of a Calm spell, has a power that destroys Undead, the power to see into a person's thoughts and see if they're trustworthy, the ability to Sense Danger, the ability to lower enemies morale so they flee instead of fighting you, and the ability to have their weapon be enchanted with holy fire to do more damage) more likely the latter as I first got introduced to the concept of Paladins there. But at the same time, while I like having those ideas, I still want to make it different from the Priest class. Sure, in Quest for Glory, all those abilities are tied to Stamina and Honor, therefore I could just make the difference between them be one uses MP and the other TP... except it's redundant to the Knight, which ALSO only uses TP, and with the Paladin I intend to give them magic of some sort. Yet even still, I don't want to have it be so different from the rest of the classes that you can't even tell that it's a Paladin. Paladins also gain a completely different passive ability than regular Knights, whereas they get Adrenaline Rush, Paladins get Pure Soul which helps resist against another state I have called Corrupted Soul (which Quintus would end up getting if he didn't get said Paladin quest at least started) and protects them against Darkness and IIRC Spirit (AKA the Undead).


"But don't you also have a Spellsword class in your Database, which would make the Knight with magic thing redundant as well?" you ask? Well, yes. But the Spellsword is on a different character (specifically one who is part of the Quintus's flashback chapter) entirely, and Spellsword is moreso a combination of Knight+Wizard than a redundant Paladin class, and Wizards have different skills than Priests as you already know. I also have other classes made for the characters in that chapter that are unique- Ranger is Archer (also exclusive to that chapter) + Knight, Spellsword is Wizard + Knight, Roland is Minstrel + Knight (I think this is a pretty clever name because it's a double reference to both the great hero known as Roland from medieval times AND the synthesizer)... and so on. 


I'm not even sure what comes after the Paladin class for Quintus, but I'll figure out that later. Next game.



So yeah. If anyone is still here after reading through all that... any ideas for anything I've said? 
 
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watermark

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Nope. No idea what you just said.  :p


I'm just kiddin.


Ok, well you got a lot of questions there. I've got suggestions for two of them.


THE BARD PROBLEM


What can a Skald do? At the very least, it shouldn't just be a "better bard" with stronger versions of the same skills. You say that bards are generally laughed at and underappreciated. I think this is good as it sets up the Alto growth story quite well. So in the beginning, Alto's skills are what you said: Songs and Trickery, useful for helping party members but useless 1 on 1. Battlewise, Alto should work like a sidekick character in the beginning, a jack-of-all-trades but master of none. Your players will be going, "Oh man this hero is so weak. Why is he the hero? Quintus is so much better." etc. When he upgrades to Minstrel, he gains these elemental songs that make him kinda like a mage in addition to a Jack-of-all-trades. So he's getting better, but Quintus is probably still your party's dominant character. Then when he finally becomes a Skald, everything changes. He becomes your most badass character. Whereas before his songs only annoy (sleep, blind, debuff), now they have the power to command enemies (a very high hit% charm). But I think that's not enough. A more powerful skill might be that his songs are so convincing that he can weave himself into any other class for a limited time. Or he can weave creatures of song to fight for him (aka summons). I mean there's a lot of things you can do. I think the central idea is that the player should play the Skald very differently from the Bard or the Minstrel.


THE KNIGHT PROBLEM


You worry that Quintus will become too similar to Aria. There are two ways you can go about this. One way is you completely scrap the Paladin idea and upgrade Quintus to a "better Knight", such as Cavalier, Deathknight, Swordmaster, etc. who can't use any healing magic. The other way is you still insist on making him a Paladin, then you should try to differentiate the Priest and Paladin as much as possible. Perhaps the Paladin will only have a weak healing spell but have lots of buff spells or versus Undead holy attacks. The Priest can have more powerful healing spells that heal the entire party. This way your party will have a major healer and a minor healer with focus on combat.
 
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I know I did this over in the April Progress thread, but would you like to see what skills I've created already?


That's actually really cool for a Skald! I wouldn't have thought of that. Funny you bring up the "Why isn't Quintus the leader?" thing, because I was actually thinking about having a scene where Alto is having a lot of self doubt and wondering exactly that, expressing his doubt to Aria, who encourages him.


No, not getting rid of the Paladin. It's actually tied to the plotline I have. Basically...

At some point the party is fighting a boss and they manage to fatally stab Quintus through the back. With a cursed blade of some sort, no less. They manage to save Quintus's life, but while he's physically healed, his soul is not. He's being internally corrupted from the inside out, and because he's not exactly friends with anyone and doesn't trust them, he never tells them "Something is wrong with me!" and even if he is/was friends with them and trusted them, he doesn't want any of them to worry and thusly is trying his best to hide it. 


This is, as you might expect, very bad for the Knight. There's only one way to save him and that's helping him become a Paladin, as it will make his soul purified and he'll be okay. At the very least, if you *start* the quest even if you don't complete it on this playthrough, he'll be okay.


But what happens, you ask, if you don't do it? Simple. At the final area, Quintus is completely overtaken by his corruption and the villain (if you can even call a primordial force a villain) known as The Void uses him as a puppet and he's forced to attack the party. By this point, he's too far gone and you must kill him. This actually nets you a bad ending. 


Of course, if you never liked Quintus to begin with, or anyone for that matter, I doubt you'd care. :p  
 
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LaFlibuste

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Watermark has some good ideas, but then what would separate the skald from the higher level mages? Also it's not clear, does every "class-tree" need three steps/branches?


About your specific problems:


Bard vs Mage -
Maybe the bard tree is more about crowd-control; it starts with mainly support at first and eventually develops great offense spells, but since sound is hardly something you can target accurately, it's area-of-effect spells and crowd control. The mage, on the other hand, could specialize in high-dps, single-target damage. He's your glass canon, your boss-killer.

Paladin vs  Priest - 


Depends if you want to fall in the RPG cliché of the paladin. At its core, a paladin is a heroic, chivalrous, honorable knight. It's not a religious title or anything like it, it's not necessarily associated with healing. He might as well be a spellsword or just a super-knight. Anyway, let's say you still want to go with the RPG tradition. The priest will definitely have a wider variety of spells, his spells will be more effective and he will likely have more MP (or whatever you use). The paladin, on the other hand, has physical damage and tankiness. If you want to really dissociate their skills more, I would suggest playing in the knight's core role: tanking. Maybe he has taunting abilities to insure ennemies will target him. He likely has the cover ability too. Since he became a paladin to heal his soul, maybe his healing magic is mostly self-targetable?


Names (some suggestions, in no particular order) -


Bard tree: minstrel, skald, storyteller, musician, virtuoso, composer, autor, troubadour, poet, versifier, lyricist, balladeer, maestro.


Knight tree: Does he have to start as a Knight? I understand Squire might sound a tad too teenager for your needs, but he could start as anything like Warrior, Fighter, Mercenary, Soldier, Sellsword, Swordman. Other ideas: Fencer, Duelist, Protector, Defender, Spellsword, Paladin, Cavalier, Gladiator.


Mage tree: Apprentice, Wizard, Sorcerer, Witch, Spellcaster, Occultist, Magician, Warlock, Enchanter, Conjuror, Illusionist, Prestidigitator, Mentalist, Archmage.


Priest tree: Healer, Bishop, Archbishop, Hierophant, Druid, Shaman, Animancer, Necromancer,



Wild suggestion


Now this might not be compatible with your intentions and game design at all, but what would be neat is if the player got to choose once or twice between to or more class upgrades. A little like Seiken Densetsu 3 (Secret of Mana 2) did it, if you ever played that. You could arrange this in a variety of ways. The knight is possibly the easiest so here's a rough example:


At first he is a Warrior, a basic melee guy. At the first upgrade he gets to choose between taking up a bit of magic (Spellsword) or honing his physical combat skills (Knight). The he gets to choose if he wants to focus on offense or defense (or good vs evil if you prefer): the Spellsword gets to pick between Paladin (gets healing and some holy-sword spells) and Dark Knight (gets curses, drains, dark-sword spells, etc.) while the Knight gets to choose between turning into a big tanky dude, a Defender or Protector with higher defense, cover ability, some def up skills, etc. or physical damage beast, a Cavalier, Gladiator, Barbarian or something, with higher attack, great offense techs and maybe something like berserk or whatever.

The player would feel much more involved into how his party develops and have more tactical choices to fit his playstyle. It could be done in a very involved, story-integrated way too, it doesn't have to be a simple menu pop-up when your character reaches Lv 20 and you get to pick. Maybe he has to decide between fetching artifact X in dungeon A and artifact Z in dungeon B. Or, to fit what you told us of your story, at some point Quintus fights the demon taking over his soul and either he kills it like he would a regular monster and becomes evil-class (Dark Knight / Barbarian) (because it kills or corrupts his soul?) or just survives until the demon tires itself out (uses all its MPs?) and has to let go of the soul. Or something like that.


Just an idea, anyway! Feel free to ignore :p
 
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Bard vs Mage: I thought that was obvious? Was I not clear? Yeah, a lot of his Songs are AOE. Minuet is the Mage, and she's a girl. Two girls, Minuet and Aria, two guys, Alto and Quintus.


Paladin vs Priest: The thing is, as I just said, I already HAVE a spellsword class and Quintus never gets that. One of his former comrades has it, though. Spellsword is Wizard + Knight. A Paladin is not that. Typically Paladins are seen as holy Knights in media. Having them still be tanks should be obvious- you wear heavy armor? You're defensive no matter what. Self healing sounds kinda... selfish to me. What's going to happen if, say, you have no healing items and Aria and Alto are down? If you can only heal yourself, you're screwed and it's hardly fair to the rest of the team, because they miss out on experience.


Trees: WHOA!!! That's... a little excessive, isn't it? There's only four games planned!


Also, the only Priest on the team is a woman. So as a Priestess, Bishop and Archbishop wouldn't apply. Necromancer implies "bad things", especially since they're usually the exact opposites of the clergy. 


And yes, Quintus is a Knight and I'm sticking to that. You wanna know WHY Squire is the lowest tier? Because, Quintus in his past was exactly that when he was younger. He was part of a legion of Knights (sidenote: my world is all music themed so that's why everyone is named oddly) that were five in total: Lyric the leader (the one who took Quintus under his wing, not sure if he's a Paladin or just a standard Knight), Legato the Ranger, Harper the Spellsword, Sonore the Roland and, of course young Quintus himself as just a Squire and the youngest member. Quintus is actually the oldest member of the team in the present, at his thirties whereas everyone else is in their twenties. He's been at this for awhile.

Long story short: They got called on a mission by the King of Sonata City that some bandits were attacking an area. Thinking they were just ordinary bandits, they came woefully unprepared. Instead of ordinary rogues, these guys were possessed by the forces of The Void, making them much stronger than thought.Unfortunately, the battle was lost that day. The only survivor was Quintus, who was forced by his comrades to run back to the Kingdom, sending word of what happened. Quin reluctantly left them behind, and once he recovered from his injuries, despite his recieving of his title as Knight, he quite the force that day. Ten years have passed since then, and Quintus is just kind of a wanderer. No longer considering himself a Knight as he has no master (though his class is still that for consistency's sake), but he still has that sense of duty within, though he still wonders at this point, "What's my purpose in life?" and becoming a Paladin reinvigorates him and he gains new goals in life and is thusly much happier.

Also... while the thought of Quintus fighting his own demon is cool and all (I have been wondering about what kind of ceremony, if there is any, when he becomes a Paladin because it's not he's the only one in the world who's a Paladin, though I was picturing him confronting the ghosts, literal or metaphorical, of his past)... you make it sound as if him being an "evil class" should be a good thing, let alone noticeable if you look at the menu screen. The entire point of the corruption thing is that it's supposed to be subtle, so that unless you manage to build up relationships (friendship or couple wise! Fun!) with him, he never tells any of them, denying that anything's wrong until it's too late. And having Darkness Elemented moves like curses and stuff isn't exactly seen as a good thing in this world. Not exactly normal.


I'm not so sure about the "pick a choice between classes" thing either to be honest. That might get a bit too complicated...
 

bgillisp

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I remember hitting this problem with two of my classes, and the solution I came up with was this:


Mage: High damage spells, spells of all elements. Low HP, high MP, high Magic attack stat, low DEF and low Attack.


Bard: Nimble warrior + song magic. The nimble means they go first in almost all battles (high Agility, even higher than most monsters unless they are slowed), and the song magic is mainly buffs to the party and debuffs to the enemies. As to the tiers, maybe you could have it that tier 1 Bard (I don't remember all your names) is only a fair fighter, high speed, and can only buff. Then when they get the first upgrade (tier 2) they become a better fighter, and gain debuffs. Finally with the last tier (Tier 3) they become a decent fighter (still not as good as the knight, but decent enough that attack isn't a wasted move with them), and gain some damage all enemy spells, as well as enough Agility to be sure to go first in all battles.


And, if you need more, you could give the Bard a higher chance to critical hit with each tier. Maybe it is small at first Tier, then it goes up by +2% per Tier? May need to play with the numbers some.


As for the Paladin/Priestess problem, I think what has been suggested on here with the paladin getting the weaker heal spells is the way to go. Maybe they only get Heal and Mass Heal I, and the Priestess gets all the way to Mass Heal III? Or whatever your ranks of skills are. That way they can still heal in a pinch, or in any situation where the player wants to heal 2x on the same turn, but they don't totally duplicate each other.


Of course, you could get away with the same skills even, if the Paladin's MAT is much, much, lower than the Priestess the player would still prefer the Priestess for Healing, and use the Paladin as a last resort. All depends on your stat balancing.
 
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I agree. Except for the thing about the Mage. No, not your suggestion, that makes perfect sense! *thumbs up*


It's just... my problem is, "What does the Wizard do that's different from the Mage?"


Having Alto be nimble, yeah, makes sense. *checks Database* Yeah, Bard and Priestess both have Agility at 15 at level 1.


In fact, if anybody is curious:

Bard-


Max HP: 50.


Max MP: 15.


Attack: 10.


Defense: 15.


Magic Attack: 10.


Magic Defense: 10.


Agility: 15.


Luck: 15.


Knight-


Max HP: 100.


Max MP: 0.


Attack: 20.


Defense: 20.


Magic Attack: 1.


Magic Defense: 5.


Agility: 10.


Luck: 15.


Mage-


Max HP: 30.


Max MP: 30.


Attack: 5.


Defense: 10.


Magic Attack: 20.


Magic Defense: 20.


Agility: 10.


Luck: 10.


Priestess-


Max HP: 70.


Max MP: 200.


Attack: 5.


Defense: 32


Magic Attack: 85.


Magic Defense: 50.


Agility: 15.


Luck: 32.



And as for Skills...

Mage Spells:


Fireball


Bolt


Snowball


Gust


Soap Bubble


Stone Toss


Shadow


Teleport


Levitate


Percieve


Priestess Spells:


Heal


Holy


Thorny Vines


Magic Ward


Bard Songs:


Strum


Screeching Strings


Healing Sonata


Calming Ballad


Slumbering Melody


Breezy Trill


Song of Valor


Song of Vigor


Loud Blast


Blazing Brio


Crystal Carol


Storm Call


Knight Skills:


Desperate Blow


Steadfast


Shield Bash


Parry


Crippling strike


Stunning Strike


Guardian


Trickster:


Whistle


Pickpocket


Chatter


Curse of Silence


Pilfer


Loot


Swipe


Rumor


Propaganda


Stealth Mode


Dizzying Whack
 
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One thing you could do to make a paladin different from a priest(ess) is to give his healing a set of unique mechanics.


Maybe his healing is tied to buffs?


Healing over time?


Maybe a buff which heals allies whenever they attack?


Maybe he casts a weak full-party heal each time he 'guards'?


Maybe he has a 'smite' spell that does damage to a foe while also healing the party?


The way I see a paladin is as a duel role of righteous protector and mighty warrior who may even do both at once: fight foes while also healing.


The priestess on the other hand simply trades her entire set of turns to healing and cleansing (including removing positive effects from foes) but maybe also causes certain negative states (you mentioned something about blinding?). How about spells that do increased damage the more buffs and positive effects the foes have? God smites those who uses his powers against his will, right?


Wizard over mage...


Maybe wizards are so much better at the elements that they can actually mix them to create new spells with the effect of 2 elements in one?


So if the basic fire spell hits all foes, while lighting hits one for high damage. Fire-lightning would not just have both elements for weakness purposes but will hit one foe and then hit everyone else (at less damage)
 
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Huh!


Those are good suggestions as well! 


How the heck I would do any of that, I don't know. I was thinking of how QFG does their Paladins and all their powers come from Stamina and the strength of some powers (e.g. Healing) comes from how much Stamina they have, but... that technically means that the only way to get the maximum effect would be to have their TP maxed out. Or the Magic Shield protects against magic but drains Stamina (I'm actually tempted to rename TP to Stamina or Energy but I'm not sure if it would apply to everyone class wise).


...Yeah. Here:


"It draws upon Stamina, with the amount of healing proportional to the current Stamina value." 


"Holy Strength augments the Paladin's, increasing it proportionally to the current amount of Stamina points."


"Each magical attack will lower the Paladin's Stamina while the Magic Ward is active."


Oh! Also, in case this is any help, I have almost all of Yanfly's plugins installed. So I got Skill Core, Job Points, Skill Learn System, Limited Skill Uses, Instant Cast, Skill Cooldowns, Party Limit Gauge, Skill Cost Items, Life Steal, ATB, CTB, Weapon Unleash, Equip Requirements... I'm using all of them except- Swap Enemies, Message Macros, More TP Modes, Event Mini Label, External Links, FPS Synch Option, and Picture Common Events.
 
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How the heck I would do any of that, I don't know.


Most of what I've suggested can be be done with Buff/State Core lunatic tags, Action Sequences, or even (because you only have one set actor using these skills) common events on skill cast which immediately force the actor to cast a second spell. I'll only be more specific if asked as this is in discussions.


A tp/stamina based caster could still be interesting and different compared to the more standard healer that I imagine the would priestess be.


It would actually present strategic choices:


Do you heal now or wait untill full tp but risk a KO?


Do you use that powerful attack which drains a good chunk of your tp, therefore weakening your overall healing?
 
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I'm guessing @watermark, @LaFlibuste, and @bgillisp have nothing to say on any of this?


True, I just don't want things to be too same-y for the Knight vs the Paladin since they both use TP. Granted it'd be in different ways, but still.


I'd love to try out that plugin someone made on here btw, that gives the ability to make dual/triple/decatechs! Use that with the Party Guage plugin from Yanfly and my ideas for character development and relationship building and there'd be some awesome skills at hand! Or limit breaks. 


Also, I wanted Aria to have offensive spells too, because it allows her to defend herself. Hypothetical scenario: the team is separated, and Aria is on her own. If she's attacked, sure she's got good defensive capabilities, but she'd still need a way to actually fight back, right?
 
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Niten Ichi Ryu

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Question: Will Aria be at some point on her own? If not don't over think it. I understand where you come from with this, making it "believable", but hypothesis don't have their place in game balancing. If your game as as party dynamic, only thing that matters is that dynamic. 


If she's just a healer, with no offensive abilities, church/temple/younameit will/should assign her a bodyguard for a trip.
 
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I am considering it, yes. Get marooned and separated on a land filled with ghosts and fairies, and I'm considering that to be a good place for character development as all of them experience different stuff whilst on there. *shrugs* Though frankly, given she's a princess (helping out the city's community! :D ), her dad DOES assign Quintus to protect the other party members (despite him not working under him anymore) and that includes her, of course. That's my initial plan, anyway.
 

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So maybe give her a friendly ghost/fairy/divine spirit as a temporary bodyguard.


Or design her challenges when marooned to be non-combative, maybe a test of faith.


If she really needs offensive spells as part of her global party mechanic, then there is no question, but as there is (question I mean :) ) then you are not sure. so if you are not sure, it means you do not see it really part of her role. If the offensive spells would have only a role to play for a short section of the game (the marooning), then drop them, it would only cause feature/skills clogging.


I'm not against the idea of a priest having offensive spells mind you, like holy smite or hammer of the gods, but in that case they should be high level spells acquired rather late in game. God give his blessing to those who would bring healing and relief in his name, but allow only the mighty and worthy to smite in his name.
 
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Well, having high level spells be offensive I think would make sense, yeah. 


My question is not "Do I give Aria offensive spells?" but "How do I differentiate the Priest from the Paladin and not make either of them redundant nor obsolete?" which has been answered several times already by a few people. 
 
 

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Also, I wanted Aria to have offensive spells too, because it allows her to defend herself. Hypothetical scenario: the team is separated, and Aria is on her own. If she's attacked, sure she's got good defensive capabilities, but she'd still need a way to actually fight back, right?


Seems to me that was a question mark :)
 
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I was trying to make a point about what I meant, not necessarily ask a question. I mean, like, "that's a good idea, riiiiiiight?" ;) *shrugs*


Still, like I said, having high level spells be offensive makes sense for me. Or at least having them be a lot more effective in damage at higher levels could work too. Like, a "Holy" spell at tier 1 doesn't do much damage, but has a chance of Blind or something for example.


Or, another possible example (apologies for potential spoilers here)...

Near the end of the first chapter, the city gets attacked by the Head Wizard at the city's academy, shooting fireballs everywhere and trying to summon very bad things, though not of her own will, she's possessed. When said attack occurs, everyone jumps in to help if they can fight at all. This includes the Priests and Priestesses, when they're not trying to keep everyone alive, that is. The higher ups actually are trying to fight back against the attack, and defend the city temple to protect the people already inside.



Also, I just pictured Aria as a young Acolyte (around like 6-8) and it was adorable! :D
 

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I know that it was a sort of rethorical questionning, simply gave my two cents, as your thread was called "concern with my classes" and seemed still open to discussion.


but at the same time it was still a reply to this "she needs spells, right?" And in my opinion, no she need none. For the reasons explained


Now, that's your game, so do whatever you fancy, and if you consider the thread answered, close it if you want no further input.


Just my two cents, if you don't want it keep the change. "Shrugs"...
 
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Fair enough. 


Actually, now that I think of it, I *almost* want to say it shouldn't matter if she does or not because of her upgrading her class later to other stuff and at the very least the Druid should have offensive spells... but at the same time, I kinda still want her focus to be on her Light element stuff because, well, she is a healer and all. Then again, the point of upgrading to higher tiers is to learn new stuff, though on the other hand, besides some vague names and partial concepts, I have no idea what comes next for anybody.


Speaking of that, got any ideas for the class she gains with the Spirit element? Like, a name? I really don't want to go with the Necromancer name unless I *really* have to...


But no, I'm still open for more ideas! The more the merrier! Heck, might give me ideas for future classes too! Wouldn't surprise me if ideas that don't initially work for these, might work for others I create down the line.


 I mean, my original Classes List went like this: 

Bard-Minstrel-Skald-Troubadour-Storyteller-Yarnspinner-Loremaster


Mage-Wizard-Witch-Illusionist-Summoner-Weathermaster-Archmage


Page-Squire-Knight-Commander-General-Paladin


Priestess-Healer-Herbalist-Alchemist-Protector-Guardian-Aegismaiden


And I doubt that I'm going to go with most of these exactly. Don't know what I was thinking with some of these! Why'd I put Paladin as last when I've established how important it is story wise, I don't know?!
 

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What is usually done is the priestess gets holy type spells, which do high damage to undead. Maybe that could work for when she gets separated? Just make all her foes undead and problem will be solved.


Or, you could give her a couple more unique ones. Hammer of God (smite all enemies with a hammer from the heavens), just to throw out an idea.
 

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