What makes a good Class system?

derge12

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What do you think makes a good job system? Lots of mechanically different classes? Learnable/equipped skills?
 

Finnuval

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Classes/jobs that:
Make sense - have a place in the world and do not feel bloated.
Have a natural progression and flow to them and are actually impactfully different beyond the name.

A system that Lets me actually chose and never makes me regret that choice but still Lets me try out other choices of i so Desire.

A good example - tho totally different game - is Monster Hunter. It ticks pretty much all the boxes i Just mentioned.
 

ATT_Turan

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For me, my answer is pretty much the same as any "what makes a good blah system?" question: choices.

That can be choices with a skill tree, where you have mutually exclusive skills you're choosing from as you level up.

Could be a branching class progression, where at level X and Y you choose which secondary and tertiary classes you're going to evolve into.

Or it could be a job system, where you're choosing which combination of classes you're going to equip.

Just so long as the choices feel interesting and equally useful, it's good.
 

orochi2k

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:kaojoy: I prefer a classless system.
After all, nobody can stop you from being an artist-programmer-designer-producer in real life.
I just don't like limitations based on classes.
Thus, even kittens in my game can pick up guns.
 

AfroKat

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Meaningful choices between classes. It's fine to have the classic: oh this is the white mage/black mage/warrior.

But if the next class is warrior, but stronger, then your class sucks. If it's warrior, but using elements and less power then it's better.

Basically there should always be a reason to use the class over another. Bravely Default 2 failed at this because magic amplifier were missing, and there was no reason to use any physical class when you have Godspeed Strike super early and it's stronger then every other physical skill.
 

Frogboy

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There isn't just one answer to this question. Not a fan of having classes unless they fill some roll or niche. They shouldn't feel samey.

For the game I plan on making, all of the classes are going to have strong mechanical differences. It's modeled mostly after Dungeons and Dragons so Fighters are going have extra feats as their special ability. Wizards can learn most of the spells but have to memorize their spells for the day. Sorcerers will have a chosen list of spells but can cast them freely. Rangers and Paladins will have some special abilities with a small spell list. Rogues will specialize in skills which I call Talents because the term Skills is already taken in the RPG Maker universe.

I don't think these mechanical differences are required but it's different than most RPG Maker games and requires me to do a lot of custom coding so I think it'll be a unique draw to my game when I actually get around to making it.
 

watermark

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The devs for the upcoming Diablo 4 mentioned that they try to make each class a unique playing experience. So eventhough there's not a lot of classes, each plays so differently it's like playing several different games. This is advice that's been given by other pros over the years as well.
 

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