I'm saying "preferred" here because we all like to play multiple classes in RPGs, but there's always ONE, when you only have one choice, that you tend to go with. Which is it and why? What are your favorite things about that class?
What's your preferred (classic) RPG class? 69 votes
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versatile quick intelligent high dexterity
i just find myself drawn to the ranger.
As well as the fact that rogues generally are better at persuading people or sneaking around a situation instead of having to fight all the time.
So in Pillars of Eternity, I go cipher because different yes?
But if it's all your normal starting monkeys, then some kind of mage first, some kind of badass warrior second.
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other than that, big tanky in your face anything
So what? No Mages? /grumbles
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I've always been a Shadow Assassin type.
Fusing Dark Magic with Assassin skillz
It's the perfect harmony of love and death and killing yo enemy.
If hypothetically, the mage tended to be stacked with incredible offense and lousy defense, a devestating wild thing that's hard to control perhaps -- so a massive hitter but incredibly fragile. Whereas the warrior is more of a durable, reliable fighter... then I'd be much more inclined to pick the mage for the hilarity of what happens when I do succeed.
But just as a generic mage trope, not my first choice.
The best way to make people love the mage however is to interfuse them themetacially. Terramorphers are always brutal. Especially Hydrophages.
Regardless, An important thing to consider is whether you're thinking Wiz of doing a true Tiered system or a Tiered system with a Fused system interface elements potentially to get people excited
Like, One of my favorite elements of classes is class interchangeability and remnant interchange. Which Final Fantasy Tactics invented.
Being able to change classes and have residual Stats from leveling as said class (leveling as monk gave you high STR for example) But also the concept of equippable Passive skills to balance out and customize your class made the system my favorite of all time.
The branching your talking about reminds me of Fire Emblem, though I'm not sure if that's what your thinking but, perhaps a system with elements of FFT and FE would be fun. A word of advice as a long term RPGer:
If you're doing a branching class system, make it a creeping willow tree of many interesting paths. My only gripe with FE's system was it was 'option a/b and had no versatility.
~Will be the forums's resident 'let's do maximum customization/versatility/creativity/fun stuff' person~ I will always pitch ideas, always feel free to tone them down as seen fit lol
Warrior is my preferred starting character in any game as I find it much more straight forward to get into the character and game.
On second character I tend towards Ranger type characters.
Agree, agree. Right now, your Character will have a base bunch of Abilities (active) that are based on your Class. Every Warrior, for example, will have a bunch of base Abilities to use. However, each of those Classes will have THREE different specialty trees above that base that you can pick and choose from, going deep on one or grabbing a bit from all three.
On top of that, there are passive Abilities (we're calling them Traits) that you will further specialize into along the way. This will have cascading effects into your build. Our goal is to provide many "right" choices, not the 'option a/b' thing you mention, @xeru.
And @Kjelfalconer, fear not for your valiant Paladins. They will be Mighty...!
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And, what type of base class system, can one change to different classes or just within their primary tree?
And if former, will there be potential secret classes that require levels/x amount of skills in other things?
Like, Summoner Requiring levels in Ranger and in Wizard for example
Cross Classes and class networks of deepness make fun gametime shenanigans.
Side note: Does each class influence stats while leveling to allow potential for balancing out you're growth rate weakness? (IE, mages notorious lack of hp and defense by leveling up as a Paladin, Knight's lack of speed by leveling up as rogue, etc etc)
So my stinky warlock could maybe have the 'bloody mess' trait? (more likely to have people die around them in 'interesting' ways). Along with the 'smelly' trait and the 'mad glint in eye' trait?
Or the "Does not play well with others" trait -- gains x bonus when not aligned with a house.
"Stubborn" -- will not yield from morale loss.
"Tis just a scratch" -- will not yield from blood loss.
That kinda thing whizz-fizz?
"incessant" - will not yield from argument loss
"a bit of a whizzzzz" -- always yields, often before combat has even begun.
To your question, Finji, yes-- that's the idea. Traits will be passive (though they may have some nice retaliatory effects). At certain levels, you will choose between, say, Stubborn-Courageous-Perceptive and take the benefits or drawbacks of those Traits to both flesh out your Character and play the way you want your hero to play.
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Berserker? Rager? Savage? Rabies-victim?
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I'll SMITE you