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The title might not be very clear, so I'll explain :


We all know the "Classes" in a RPG, they're used to distinguish actors and "guess" their abilities.


For example, a Warrior is often considered as "The Main Class", as many main characters have that class. The Warrior is often quite strong, rather balanced stat-wise and can hold big weapons or swords and wear heavy armor.


However, making classes also means making movesets and setting up stats.


When I first started making games, I didn't mind that much about the importance of stat differences between the many different classes. I was wrong, as the stats are very important to differentiate classes. They are the key to having a balanced party, with every actor having their advantages and flaws.


Recently, I just so happened to finish working on the different classes in my latest project, and I asked myself "What do other people choose when it comes to having unique and different classes in actor parties ?"


So, I wanted to know your opinions on the matter : What classes do you use in your games ? With what type of movesets do these classes go ? What stats do you set for them ?


If you're interested, here's my setup (placed in a spoiler to prevent this post from being a little too long) :

I have a total of 7 actors in my game. It's a Horror game, so of course they won't all be together. They will be split up in different groups before the remaining survivors (Yes, some actors will die) finally meet each other.


7 actors means 7 different classes, so here's what I made :

  • The first class is the usual "playable-by-everyone" class : It has balanced stats, uses both physical and magical techniques, and has very minimal mono-target support (The actor has a small heal spell, but it's far from being an actual Healer class.)


  • The second class is the "physical-only" class : Low defenses (both physical and magical), but has very high stats in Attack and HP. The moveset includes many strong, physical attacks, and also some self-buffs. (Some people may not know, but a "buff" is just a stat increase, it that case, the actor can self-buff the Attack and Crit.Chance stats.)


  • The third class is the "actor-supporting" class : High Agility stat so it may act first, and also high Max PM. This class has an almost full-support moveset : mono- and multi-target healing, stat buffs and its ultimate spell (The usual move-that-consumes-100-TP) consists of making the whole team perfectly invincible for 1 entire turn. This class also has an HP absorption spell, but it makes very minor damage, giving this class the only but very important utility of healing and helping party members.


  • The fourth class is the "evasive tank" class : Very high Defenses (Physical & Magical) and HP. The core of its gameplay consists of using a Taunt move (increasing the actor's chance of being attacked), and then following it by an Evasion move (increasing attack evasion chance). This class also has some moves that have a chance to inflict statuses, making the class useful for crowd control. The evasive tank may also have a "Bodyguard" Skill or a skill to gain TP. Also, a little case-specific, but the main party leader in my game is this class, so I also added some "Leader Skills", such as motivating party members, buffing them, and, in that case, the Ultimate Skill (that costs 100 TP, as a reminder) consists of sending the whole team at the same time on an enemy, dealing a very high but constant amount of damage.


  • The fifth class is the "mindbender magic" class : Contrary to the popular mage that often has "elemental"-type spells, the mindbender magic uses psychic powers to harm the enemy, often inflicting troublesome statuses such as Blindness, Confusion, and even Possession. The Mindbender has high Magic Attack, Max PM and Agility. The goal of this class is very simple : "Do a lot of damage using magic, and if it inflicts a status, that's even better !". Also, still being case-specific : In my game, the Mindbender is a beautiful college student, so she can charm ennemies. Also, she's blind so I decreased her Precision.


  • The sixth class is the "glass canon" class : For those who are not familiar with the term, a glass canon is a character that deals insanely high damage but has very low Max HP, making it vulnerable at any moment. Well that's the case here, this actor is made only for pure damage, but must be buffed or protected by a tank to avoid being one-hit-killed by ennemies. Here, instead of just having moves that deal very high damage, I chose to program moves that deal medium damage, but hit a lot of times (There's a move that hits an enemy 8 times, so that still makes high damage at the end, but a chance is still left for enemies with high Evasion stats.)


  • The seventh and final class is the "trouble lucker" class : As the name implies, a lucker class is based on the Luck stat. This class has rather balanced stats, except its Luck stat, which is very high. The trouble lucker has many skills that inflict statuses to prevent the ennemies to move, and his attacks are random. One of them can vary up to 100% damage, and the ultimate attack of this class is a Random Attack that can deal a random amount of damage between 1000 and 20000. That's a lot, but you need to be lucky yourself to play a lucker.



Those are the seven classes I used in my games. If you have something to say about them, don't hesitate to tell, I'd love to get feedback on the actual balance of my party member classes.


Also, if you read this whole post including the spoiler in one go, let me congratulate you.


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