Advertisement

Class design for my RPG - Thoughts?

Started by January 03, 2009 03:34 PM
27 comments, last by Stroppy Katamari 16 years ago
Quote:
Original post by WavyVirus
Can you clarify the difference between the Elemental and Natural Mage?


The Elemental Mage (Now known as the Wizard) focuses on elemental magic. Things like Fire, Ice, Wind, etc. These attacks deal direct damage.

The Natural Mage (Now known as the Druid) focuses on magic relating to nature. The Druid has skills that allow him to mess with nature, mainly changing the weather. The game has a system where weather effects combat - Fog or rain will decrease the player's and monsters accuracy and a sunny day will increase fire damage (for example). The Druid (Natural Mage) is able to manipulate the weather.

Edit:

To answer Talin's question.

The classes are designed for a multi-character single player (turn-based) RPG. Think Etrian Odyssey, Final Fantasy, Chronno Trigger, etc. The character controls a party of 5 members. Each of these members can have a different class, or the same class, as chosen by the player. These classes can be changed whenever (Sort of like Final Fantasy Tactics, but not such a deep and rich system and no different races).

A dedicated Tank will tank for the other 4 party members and will have skills to grab the monsters attention, like wise a dedicated Healer will heal the other 4 party members. There will also be (haven't finalized it yet) a simple threat (hate, aggro, etc) system implemented. Not unlike an MMO, except the full party is controlled by the player.. not by different people.

It probably seems obvious, but I'm trying to mix aspects from single player games and MMO games. This is usually done with MMOs, however I'm trying to do the reverse - Create a single player game that has MMO flavors rather then create a MMO that has single player flavors.
Quote:
Original post by Jaylach
Quote:
Original post by WavyVirus
Can you clarify the difference between the Elemental and Natural Mage?


The Elemental Mage (Now known as the Wizard) focuses on elemental magic. Things like Fire, Ice, Wind, etc. These attacks deal direct damage.

The Natural Mage (Now known as the Druid) focuses on magic relating to nature. The Druid has skills that allow him to mess with nature, mainly changing the weather. The game has a system where weather effects combat - Fog or rain will decrease the player's and monsters accuracy and a sunny day will increase fire damage (for example). The Druid (Natural Mage) is able to manipulate the weather.



Ok. The confusion comes because the Elemental mage controls ice and wind, which is almost the same thing as controlling the weather. In some cultures the elements = nature ("the 4 elements of nature")... and Elemental magic and Natural magic are the same thing. But I see the gameplay difference between them. I think environmental effects on battle need to be more prominent in turn-based RPGs.

Advertisement
Quote:
Original post by Jaylach
A dedicated Tank will tank for the other 4 party members and will have skills to grab the monsters attention, like wise a dedicated Healer will heal the other 4 party members. There will also be (haven't finalized it yet) a simple threat (hate, aggro, etc) system implemented. Not unlike an MMO, except the full party is controlled by the player.. not by different people.


I already play this way and effectively have a tank, mage, healer, fast/accurate fighter etc. in games like Final Fantasy. Adding a more visible threat system could definitely add a nice level of strategy though!
I think what should matter most is not what weapon is chosen to fight with, but what school of techniques has been learned and followed.
Of course, techniques are usually weapon-specific, but they should be able to be adapted to another weapon.

So someone who has taken kenjutsu should be able to deal with two-handed medievial european swords fairly well but not be so good with a rapier.
Of course, you can choose that kenjutsu may only be used with a katana, which makes things much simpler.
i belive you should add a necromantic class that can summon zombies or whatever,i also belive you should add an element class,consisting of fire, water,nature,storm nature could tame beasts and use them,water could make water walkable on. and drown people,fire could scorch targets and cook food etc without campfires,storm could summon rainstorms to help nature or make thunderstorms that electricfy targets or wind storms that throw the targets in all directions.
This is why I will never base classes in any game I create entirely on inheritance paths. It just doesn't seem to work unless you force it to work.

Example

Wizard is pure magic. Warrior is pure melee. Druid is in between. So you have an option of becoming a Druid from either path. What about when you add other magic or melee classes such as Healer and Barbarian? Where do Druid and Shaman fit in now?

After adding all classes, the result is an interlinked mess of paths which cannot be plotted on a simple tree structure, but multiple linked trees. It's actually not all that bad, except it would be nice to be free to play any class, and choose to have more broad skills than specialized skills - because in reality and RPGs that does exist.

In reality if you wanted to be an 'Axe Fighter', you would be an 'Apprentice Axe Fighter'. Apprentice being a modifier of the class. Then novice, master, expert, etc.

There's also the problem of uncertainty. I cannot be certain Wizard is a subclass of Mage, or Druid and Shaman should be treated as the exact same amount of melee and magic (instead of 50% 50%, 20% 80%, etc). I most definitely cannot be certain where Crusader fits in beside Knight, Paladin, or Tyrant. I do know I could give them specific requirements instead.

Combination of class modifiers and requirements provide a more free method of designing classes. I believe Dungeon Siege used a very primitive method which could be improved with Elder Scroll's attribute system.
010001000110000101100101
Advertisement
Is a class-based system even necessary? In general, I find a skill-based one to be more flexible. A class-based system is really just a skill-based one, but the skill points are automatically distributed. A 'fighter' class is simply one where the bulk of their points are in melee/armor skills, 'mages' have them in spellcasting, and so on.

When creating a character, give the player the option of selecting a 'class', or to distribute skill points manually. If someone wants full control over their character, they have that option. For newer players and those who want to just get into the game quickly, they can use the class option. When selecting a class, you could also give the ability to modify the character's points, too.
Quote:
Original post by derickdong
Is a class-based system even necessary? In general, I find a skill-based one to be more flexible. A class-based system is really just a skill-based one, but the skill points are automatically distributed.


Not necessarily. Many class-based games allow you to distribute your own skill and attribute points. I guess you mean they limit the options to only skills appropriate for the class (only magic skills for magic classes).

I agree that skill-based systems are better in theory, and a tough call in reality. You could throw down 200 skills and put stat point requirements or no requirements on them. It would be a little confusing, and require a little more imagination on the part of the player.

I prefer a compromise between skill-based, and class determined on however you determine which skills can be used (stats). That's more confusing to implement, but I find a more rewarding experience.
010001000110000101100101
Quote:
Original post by Jaylach
Tanks

Stone Tank - The best at taking damage. Their body is made of part stone and can absorb crazy amounts of damage.

Guard Tank - A tank focused on guarding other party members. Have skills that allow him/her to take damage for party members.

Leader Tank - A tank focused on auras. Their auras can be used to mitigate damage and increase a party members defense.
The common definition of a tank character is that it soaks damage instead of the other members of the party, and has abilities to that effect. If it did not do so, it would not be a tank. IMO your descriptions of "Stone Tank" and "Guard Tank" are indistinguishable from both each other and from plain "tank".
Another method of defining classes is through the Tools Of Their Trade.

As an example, what sort of tools would a thief need to do his job?

-Light leather or cloth so as to be able to move silently through the shadows.
-Assorted lockpicks/probes for opening things and disarming traps.
-Ranged or short weapons, things that aren't heavy so as to slow them down or make noise and/or are easily concealable.


Now what would a Warrior need to do his job right?

-Big sword/axe/hammer/shield, for smashing those pesky orc's.
-Heavy dense plate/chain armor that whistles like a wind chime when you walk.
-Sharpening stones, ball hammers, and various objects to maintain his gear.


Or a Mage?

-Light free flowing cloth to move easily
-Various esoteric ingredients and books
-Staffs/charm's/orb's/etc.


Now you could combine any of those types of items with a really limited inventory to effectively "mix" your classes. Like someone who uses leather, lockpicks and big swords maybe a Warrior/Thief, or cloth with bows and maintenance gear or esoteric ingredients could be a ranger, etc. This helps make classes feel more natural and not as arbitrarily enforced.

This topic is closed to new replies.

Advertisement