How Many Classes & Multiclassing?

Frostorm

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Just curious how many (if any) classes people use. And if greater than 1, do you do multiclassing? And if so, how? And by class, anything that fulfills the same function as classes can count.:kaothx:
 

Kuro DCupu

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You mean for game project?
I kinda have a little bit ocd about making the structure of my project.

Lessee...
I adopt roguelike(?) system where classes are just title that boosts particular skills.
Player has no restriction on what equipment or skill they can use.

When I'm making classes, they all should be distinguishable and fulfilling.
So I categorized classes this way:

Fighter Branch
- Warrior : Adaptable equipment
- Guardian : Heavy equipment
- Predator : No equipment

Deviant Branch
- Rogue : Prefer to fight dirty
- Ranger : Prefer to fight in range
- Fencer : Prefer to fight quickly

Mystic Branch
- Wizard : Elemental magic
- Priest : Holy magic
- Warlock : Dark magic

Life Branch
- Merchant : Like to make money
- Crafter : Like to make stuff
- Bard : Like to make song
 

Milennin

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Each character is their own class, never allowed for changing in any of my games.
 

Wavelength

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I always just create one Class for each Character and permanently assign it to them. If it were up to me, the Actor and Class tabs would be merged into one!
 

Ami

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I use Class as Gender.
  • Male are good at Max MP,ATK and DEF
  • Female are good at Max HP,MAT,MDF and AGI
 

Jennavieve

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My characters have a set class. It's more than just their battle skills and equipment, it's part of their personality and backgrounds too. Most of the characters have a class that ties in with their personal story and the overall story as well.

However, my game is only going to be about 2 hours long so multiclassing wouldn't really fit well. If you have a very long game with a super detailed battle system, then multiclassing can be cool too.
 

MushroomCake28

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It really depends on the game. In traditionally RPG games, I tend to prefer 1 class per character, effectively merging classes and characters like Wavelength. In my current project (a tactics game), classes and characters are separate and all characters can change their classes to anything provided they fulfill the requirements (I have a class branch system). They are also allowed to have skills from one secondary class (skills are attached to classes, so each heroes have skills they learned from their primary class and skills they learned from their secondary class, which they can select like their primary class).
 

MichaelRIR

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Just curious how many (if any) classes people use. And if greater than 1, do you do multiclassing? And if so, how? And by class, anything that fulfills the same function as classes can count.:kaothx:
16 classes. Zero multiclassing.
 

Cyberhawk

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One class per character. If the story calls for it, a character might get reclass into an upgraded class that has better stats and adds new skills to show the change that character went through.

The project i was working on in MV had 6 characters and total of 7 main classes. 3 are the main classes and the other 3 have different names with different growths and stats for them. But overall has similar functionality to the first 3. (the seventh being just a story thing.) You can't change the main class at all. Each class also learns their own special passive as their final skill that defines the character and separates them from each other so they will feel more unique.

There are also 9 subclasses (they're based off of the subclasses in Destiny. I've yet to give them all better names.)
Three are assigned to each class.
For the first 3 party members you start with one subclass. You have to unlock the other two by facing trials of the first wielders of that desired subclass. Which are scattered around the world. The bosses use skills of that subclass you unlock as you progress.

For the other 3 chars they already have 2 subclasses unlocked and you only have to unlock the 3rd.
As an example:
(MC) Huntress Starts off with Blade Dancer. This subclass focuses on stealing and damage scaling with SP(TP) and Electric dmg.
Now she has to find the place of the 2nd Trial gives you the Huntress subclass for fire damage, crits and Accuracy.
As passing the 2nd trial gives you the subclass that focuses on debuffing, weakening and dealing Dark damage to foes while buffing allies and avoiding attacks.
Each gains their job points separately and the player can switch between unlocked subclasses outside of battle.
 

RCXDan

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Generally a character only has their character specific class in my games and that's it.

But the protagonist of my main game is known for being an elementalist, so while their main class doesn't change, they gain new subclasses as the game goes on to sell the idea that they're learning new elements.

Like Chronomancer for Space magic, Witch for Dark magic and so on.

Due to lore reasons and because I don't want to flood the game with features, this class system is something only the protagonist can do. Plus I feel it'll be a good way to make them unique.
 

Celestrium

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A game I am working on has a lot of classes, and class change is a core mechanic. It has 144, but in truth it has 12. Each character has a variant of the same 12 classes with their character's personality, region, et cetera, impacting their version. I took a lot of time to make each class significant and valuable, but each character unique as well. I used the learn skills and equip skills to emulate secondary classes, as you would learn skills that would give you certain class characteristics in another class.
 

Frostorm

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I always just create one Class for each Character and permanently assign it to them. If it were up to me, the Actor and Class tabs would be merged into one!
Haha, I pretty much just ignore the class tab, though lately, I've adapted it to be a "Races" tab. So I'll put all the bonuses a certain race gets into that, and any bonuses specific to certain actors in the actors' tab. It's just a bit of organization w/ no impact on gameplay.

In my project, the skill trees replace the function of classes. There are 14 different trees, which I call "Disciplines". The main protagonist has access to all 14, while party members only have access to 3 Disciplines that I've predetermined for them. A single tree/discipline maxes out at 15JP and a character gets 1JP per level, so they'll have 50JP by max level. This is why those party members only get 3 Disciplines. But this leaves 5JP leftover, so there will be a special feature they can learn that costs 5JP called "Spellweaving". This unlocks all the hybrid skills/spells in the game. Each Spellweaving skill would have different Discipline requirements to learn, however. So while the main character has access to all 14 Disciplines, they really only have enough points to master 3.

1606951508344.png

Example Spellweaving skill:
Blizzard (req. Cryomancy & Aeromancy) - An AoE spell that deals Frost damage and Blinds the targets and applies Chill.

Tbh...I'm considering removing Spellweaving altogether simply because it's a lot of work on my part lol. I would have to figure out what to do w/ the 5 remainder JP though...
 

Celestrium

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Haha, I pretty much just ignore the class tab, though lately, I've adapted it to be a "Races" tab. So I'll put all the bonuses a certain race gets into that, and any bonuses specific to certain actors in the actors' tab. It's just a bit of organization w/ no impact on gameplay.

In my project, the skill trees replace the function of classes. There are 14 different trees, which I call "Disciplines". The main protagonist has access to all 14, while party members only have access to 3 Disciplines that I've predetermined for them. A single tree/discipline maxes out at 15JP and a character gets 1JP per level, so they'll have 50JP by max level. This is why those party members only get 3 Disciplines. But this leaves 5JP leftover, so there will be a special feature they can learn that costs 5JP called "Spellweaving". This unlocks all the hybrid skills/spells in the game. Each Spellweaving skill would have different Discipline requirements to learn, however. So while the main character has access to all 14 Disciplines, they really only have enough points to master 3.

View attachment 169630

Example Spellweaving skill:
Blizzard (req. Cryomancy & Aeromancy) - An AoE spell that deals Frost damage and Blinds the targets and applies Chill.

Tbh...I'm considering removing Spellweaving altogether simply because it's a lot of work on my part lol. I would have to figure out what to do w/ the 5 remainder JP though...
Wanted to note I like the idea of spellweaving!
 

lianderson

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I don't do classes! Except on the weekends! But that's only when I want to feel classy!

For the gam mak though... hmmmmmm.... HMMMMMMMMMMMM..... nope, still no classes!

I've burnt them all! All characters can equip anything. Learn anything. Stab anything. Power to the options! Shame to the fearful of freedom, and the lazys who require direction. You need to lift more existentialism! Your meaning is noodles. Avoid cults! Except mine, for it is truth. Good day!
 

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