I am in the process of making my game.
I have 10 characters that the player chooses from to put in their party. These characters fit into sub-groups (Healer, Magic DPS, Physical DPS, Tank, Support) with two for each role taking a variation on the idea for each character.
So the two Magic DPS champs have very different ways of addressing this idea. One is a wild mage and one is an elemental blaster, creating different approaches to the idea.
But then I stepped back and looked at my classes and wondered what made them FEEL like that class.
For example: My rogue is a (support) class. He has debuff abilities, he does okay dps (not like the actual dps) and assists the party by being able to steal items.
This felt like other RPGs, the rogue is just like every other character but in combat has a skill that allows him to 'steal' something.
That frustrated me, I wanted it to have a greater impact so that if you choose the Rogue you FEEL like that class is with you.
I looked at dialogue options, and added them...but felt like it was not enough.
So recently I added a 'mini-game' where when you stay at an Inn you can send your rogue out at night. I dim the map, have events to keep the character in bounds of the town, and have doors locked and stuff to 'steal' inside the houses. The rogue separates from the party and the game starts.
As the rogue steals things and lockpicks, it increases the chances of being caught (using a random variable + a variable of other events run that are stealing/lockpicking).
What it ended up doing, was creating a fun little game that had impact if the player wanted to feel like they had a rogue with them (also further increasing the 'item' boost that the character provided which is the primary support aspect they affect)
I then started looking at my other characters and wondered what ways I could look at their class and have them feel more like that class out of combat so that by choosing them you feel like you actually have a 'rogue' 'mage' 'cleric' in your party and that it impacts your play through and experience in the game.
Anyone else experimented with this idea out of combat? What ways did you implement it that you feel worked or didn't work?