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originally posted in: Are more classes better?... (RPG)
12/18/2014 10:53:26 PM
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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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  • Oooooo, hold up. I could make the original classes (warrior, rogue, etc.) and all of [b]their[/b] subclasses like normal; but then start listing off hybrid classes that create new possibilities (your spell blade idea (i also made a subclass for Shaman a while ago that i called shade, which called for an armor-less, weaponless, brawler who is aided by the spirits of the animal kingdom in all of his endeavors; making him a Monk/ Shaman hybrid?)

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  • That's a touchy subject; hybrid classes. I see many of the classes available to players as being awesome in synonymous cohesion with eachother (like an illusionist trickster... Sounds a bit game breaking eh?), i just don't know how to work out this hybridization... Maybe double the experience needed to level up, AND only allowing one skill point upon level up?

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  • Well you could have escalating skill trees All players start with a blank class and level up Might Magic Dexterity Depending on what they do, how they play or what they use and unlocking classes as they progress in each tree. Subclasses would be if they say level might and magic to a certain level. But this would be a difficult system in a tabletop but if done correctly would be a huge draw for players. The important thin is to give players the freedoms to play how they want. It can be stifling to be set to a strict form

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  • The current system we are using is almost copy and pasted from games like Borderlands; where you're presented with a few skill trees that specialize in one concept, and you can pick and choose between them to deck out your character with your own custom skills; i have seen what you're describing though.

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