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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Am I the only one that thinks engineer is alittle out of place?