Yanfly Class System help?

Feliaria

Good with Ideas, Bad with Execution
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So, my game has an extensive class system composed of 24 unique classes (36 if you include rehashes for thematic reasons). The first 16 uniques and all 12 thematic rehashes are available from the beginning of the game. The remaining 8 are unlocked later in the game in groups of 4, and any one playthrough can only unlock one set, again for thematic reasons. I call these 8 classes the Evolution classes because of Option 1).


I have a couple ideas bouncing in my head on how to handle this, and I'm trying to decide which would be better.


Option 1: The four player characters will be limited such that each character has one class (the ones without the remakes, which I have begun calling the Signature Classes) that is hard-coded as the character's primary class. While you cannot change the primary class, all the remaining classes are available as subclasses. When


The purpose of this idea is thematic consistency. If I go with this idea, the characters would lose access to their Signature classes and gain one of their two possible Evolution classes (hence the name).


This is more thematically consistent for a couple reasons: first, the Evolution classes are based on a good-evil paradigm, where choosing the good option will unlock the Good Evolution classes while the evil option will unlock the Evil Evolution classes, and at least one of the player characters' Signature class thematically differs from one of their Evolution classes (One of the characters literally goes from a priest, their Signature class, to a god-killer, their Evil Evolution class. It wouldn't make sense thematically for someone with the power and disposition to slay gods to be on the gods' nice list.) So this idea would evolve from the player characters limited to Signature/Subclass from a chosen list to Evolution/Subclass, and the character loses access to their Signature class.


Option 2: The four player characters will not be limited in class selection, (such as, they can be Class1/Signature, or Class2/Class3, or any combination.) Additionally, the Evolution classes will not overwrite the characters' Signature classes.


This option would allow for more mechanical freedom, in that the player will be able to mix-and-match their characters' classes to fully match the desired playstyle. However, this option is weaker thematically, simply because it would make it harder to rationalize cutscenes where the character uses their Signature class' weapon, when the player has the character set to any other primary class. Additionally, there is more thematic clash with when the characters unlock their Evolution class, such as the afore-mentioned Priest/God-Slayer.


Option 3: The four player characters will not be limited in class selection, like with Option 2, however like Option 1 the Evolution classes will overwrite the characters' Signature classes.


This option allows the mechanical fluidity of Option 2 while being less thematically-clashing. However, it is still weaker thematically than Option 1 because of the same reason Option 2 is: It seems weird that a Barbarian would use a Staff to break a throne instead of the battleaxe they use to kill stuff with.
 

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