Monday, May 11, 2009

Core System: Classes Redux

While I was breaking out the class abilities it hit me: I was trying to plan for 40 separate classes (10 base, 30 specializations) and make them all balanced and fun. Occam's Razor: The simplest solution is often the most correct.

I'm going to keep it at 10 base classes (cutting the Adept since unarmed should just be a weapon like any other and adding one for general creature use) and allow each base class access to all the tools I had planned for the specializations. This will mean that two level 10 Champions can be *quite* different since each could focus on different aspects of their class to excel in.

The final base class list will be: Bard, Champion, Creature (non-player), Druid, Elementalist, Priest, Ranger, Rogue, Warrior, and Wizard.

An example with the Warrior base class:
At each level you choose from a variety of martial strikes, offensive stances, warcries, teamwork bonuses, and weapon expertise talents. You could focus on the path of a weapon master and improve drastically with a single weapon class (swords, axes, maces, etc), specialize in teamwork bonuses and team fighting abilities, or spread the talents around to where you are skilled in teamwork abilities and weapon talents without being a focused expert.

I'll likely keep the "titles" of the specializations as a way to reward specialists or perhaps just as an achievement.

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