In this game me and my brother are making, we have 10 Classes (which turns into 32 Class Specializations)... Too much?
[quote]So far we have Warrior, Mage, Cleric, Shaman, Rogue, Monk, Pirate, Hunter, Warlock, and a Paladin class (there will be a chance to become either a dragon rider (which is supposed to be OP as -blam!-, just extremely rare to be (like 1/400 chance)), or become a Dragon enhanced subclass (like a Warlock turning into a DracoLich))[/quote]
Edit: after [b]A LOT[/b] of tweaking and planning, I have cut down to 10 classes (Druid and Mechanic were taken out, and the Dragon Rider/ Blessing has been moved to become a prestige like option), and have brought the subclass quota down to 32. I still feel like there's a lot of customization, and you guys have helped a shit ton. Thank you! Expect a .pdf whenever i decide to finish the game and type it up (since the writing in the damn book is starting to fade...).
Edit: BlaqSpiral brought up an idea that should blossom into more character customization; when you think of a multiassed character in D&D, you slowly get the benefits of two classes... Well, in my game, we mainly organize stiff into subclasses. So, if you wish to be a Warrior with some Mage benefits, you can choose from a SpellBlade, or a BattleMage for example. These trees wont allow you to cross over to another Warrior/ Mage subclass, but it will be a powerful force to be trifled with.
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No more classes equals a more personalized play style which lets the player choose a class/specification unique to their own play style
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Edited by Atomic Tea: 12/18/2014 9:06:15 AMMage, Cleric, Shaman, Warlock and Monk should all fall into one overall caster class in my opinion, and be offered as specializations instead of whole classes.
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Should have a class system like Archeage, where if you don't like it, you can simply change your class and train that one while keeping your previous mastery.
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I like classes and subclasses. Also makes a lot of mechanics easier. Example. Warrior class Subclasses include -Paladin -Barbarian -Mercenary -Fencer Now when you state rulings you can say target warrior, or item can be worn by warriors ect. Making things easier to read and understand is important so many games have vague mechanics you don't quite understand at first glance and require faq's to explain something trivial. Also subclasses allow for joint classes Warrior+wizard= -spell sword -void knight - warp blade Hope this helped best of luck. Game design is a very involved process and crafting efficient and dynamic mechanics is all about tweaking.
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Edited by BlaqSpiral: 12/18/2014 4:27:19 PMMore classes allow for more individuality... this allows for players to really make their character their own *sends an annoyed look towards bungie* and it also allows players greater opportunity to play situations to their own strengths. *sends another annoyed look at bungie*
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Am I the only one that thinks engineer is alittle out of place?
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What's the idea behind the chance of being a dragon rider? Like it automatically picks a class for you?
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Edited by Regret Reborn: 12/18/2014 9:02:17 AMFor Dragon Rider there should be an insanely difficult mission where you have to kill like 10 OP AS HELL dragons [spoiler]or one dragon that can really screw you over, like Ancient Dragon in Dark Souls 2 but less tedious and more fun[/spoiler] If you succeed you become dragon rider and get a pet dragon
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So what kind of world/realm are you going for here.
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Or maybe take a completely different approach to this system; no classes, only stat points and equipment. Each piece and skill has a stat threshold until it becomes usable and one where you master it. The system's prominent in Dark Souls for example.
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With classes, [b]Enough! [i]Is Never enough![/i][/b]
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Titan Lol
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I think that is more than enough, given how many specifications there are. You would've been good with 12 and then having unique skill choices. But still, sounds like you guys are doing great!
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Edited by robbinnDaHood: 12/13/2014 8:46:27 PMIt honestly depends on the game. That being said 8 is a pretty good number IMO so long as you can fit it into a story and I'd like a link or something if you complete it
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Wich game is it?
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I think you should get an access to a few to find your style taste and you unlock more that play on certain key points in your play style.
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I love a variety of classes, I wish diablo had more variety.
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So... You're making MapleStory.
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I think it's better to have no classes and then allow everyone to use any skill they want in one unified skill tree.
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Too many. I think it's better to have less but allow for more customization so that you still have freedom without -blam!-ing over your head trying to figure out the difference between a shaman and a druid
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There a gunslinger/rifleman specialization for Hunter in there?
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I want a Mage/demon hunter like in dragon age!
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That depends. More classes is better only if the classes are varied and interesting. For example: • Warrior (swords, shields and dual wielding) • Alchemist (brews potions and 'grenades') • Mystic Knight (combination of sword and sword based magic) • Thief (capable of stealing and being hard to hit) • Wizard (offensive magic) • Cleric (healing magic) • Green Mage (magical buffs and debuffs) • Battlemaster (heavy warrior capable of buffing and some debuffing) • Monk (hand-to-hand combat and chi attacks) No one will enjoy a game if you have 5 different 'warrior' variants with little to no difference between them.
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Far too many imho. Less individual classes and more abilities and stuff for each sounds better.
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I enjoy classes, but only if they are diverse. You can have a warrior and a soldier be almost the same thing, but you can also make them completely different. May I ask what kind of game is this?
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You randomly roll for class? I'm out. [spoiler]It's better to have less classes, but a wider range for each to do. You don't need separate classes for individual actions.[/spoiler] I'd recommend you take this to the gitp forums.