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Edited by Skank: 12/19/2014 2:52:41 AM
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Are more classes better?... (RPG)

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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  • 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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