So I'm designing a VRMMO for novel and I want some feedback on some parts of it and perhaps some help with one part...
The game have 5 races you can select, 2 sexes, and 12 "jobs".
When you create the character you can select race, sex, and 2 jobs. These choices add up to given 60 points (Multiply by 10 for HP/MP/Stamina).
The race selection makes up 30 pts.
The Sex and 2 jobs add 10pts each adding up to 30pts.
Each level these stats go up another 60 pts based on the same factors.
You can invest a job level into any job as you increase in level. so that you can have, for example, 2 levels in fighter, 1 in defender, and 1 in sorcerer, or 4 in fighter.
Every job can learn every trait and use every weapon, skill, whatever. This makes jobs sorta pointless so I decided that each job gets a unique trait that is gotten by the first 2 jobs you select. The problem with this is that then you might select a job for 1 level and then select something else that you think have better stats. Which is fine, but this makes it so a job might start being used just for that first level trait...So I decided that after significant intervals the first 2 jobs you get to that interval gets you an additional trait...
Those interals are levels, 1, 100, 1000, 2000, and 10000. This means you end up with 10 of 60 traits that job leveling matters in.
The level intervals are as they are because those are stages of development in the game world where a person goes from a normal person to entering into mythical stature and such. Also the levels are high because of the setting. Normally I wouldn't consider such a high level, but the nature of the game world makes it so that it probably needs to be...
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now the main thing I'm trying to work out is those traits, if the current ones I have seem balanced or not enough and also I'm having trouble coming up with 60, because they have to go with the job, but can't be a specific skill. So like "cure" or "fireball" are out, but modifiers that make those stronger or act in some special way, but broadly effects things and not just those skills... Here is the list I've got so far:
*trait = skill, feat, ability, technique, power, etc. All those terms fit what I mean by trait.
Fighter ===== (generic catch-all like 'Warrior' is for most games)
lvl 00001 - Attacker : Every damage dealing trait learned increases the relevant stat according to trait's level.
lvl 00100 -
lvl 01000 -
lvl 02000 -
lvl 10000 -
Defender ==== (generic tanking class)
lvl 00001 - Defender : Every Defensive trait learned increases the relevant stat.
lvl 00100 - Immovable : Nullifies forced movements of all types and most stuns don't work.
lvl 01000 -
lvl 02000 -
lvl 10000 -
Ranger ====== (A damage dealer that uses ranged weapons like bows and guns, not so much throwing stuff)
lvl 00001 - Sniper : Has a high chance to instant kill a target with a head shot.
lvl 00100 -
lvl 01000 -
lvl 02000 -
lvl 10000 -
Shadow ====== (The idea behind this job is like the Ninja/Warrior class from FFXI. Uses tools to be able to tank through dodging and does moderate damage)
lvl 00001 - Shadow : Can learn a trait from mirroring it several times within a given time frame.
lvl 00100 -
lvl 01000 -
lvl 02000 -
lvl 10000 -
Sorcerer ==== (Black Mage)
lvl 00001 - Elemental Affinities are increased by spell traits twice as much as normal.
lvl 00100 - Corruption - Power can be increased via sacrifices that mutate physical form and stats.
lvl 01000 -
lvl 02000 -
lvl 10000 -
Mender ====== (White Mage, but is healing in general, not completely reliant on magic)
lvl 00001 - Blessed - Allows any action to have healing, buffing, and Protecting attributes.
lvl 00100 -
lvl 01000 -
lvl 02000 -
lvl 10000 -
Enchanter === (Red Mage, but focuses more on actual buffing or weapons/armor than on mana regen)
lvl 00001 - Imbue - Permanent Enchantments and Gem making are twice as powerful
lvl 00100 -
lvl 01000 -
lvl 02000 -
lvl 10000 -
Summoner ==== (Somewhat like the common summoner, but think more in line with using spirits and channeling for different effects)
lvl 00001 - Soul Link - Creates a link with a summon that allows the user to trade any single attribute with the linked Summon
lvl 00100 -
lvl 01000 -
lvl 02000 -
lvl 10000 -
Tamer ======= (Basically uses creatures/pets to fight)
lvl 00001 - Loyalty - Control over pets extend to infinity
lvl 00100 - Pet - Allows any NPC to be turned into a Pet
lvl 01000 -
lvl 02000 -
lvl 10000 -
Rogue ======= (More like an opportunists and rule breaker, than 'a thief'. A crafty business man type or a pirate or a thief.)
lvl 00001 - Opportunity - Actions taken when the target is unaware have double the effectiveness.
lvl 00100 -
lvl 01000 -
lvl 02000 -
lvl 10000 -
Gadegeteer == (Creates things and uses things to do damage, heal, etc. rather than relying on martial or magical abilities)
lvl 00001 - Tool Master - Using Gadgets, Items, and Materials will produce higher quality or quantity results.
lvl 00100 - Master Tradesman - Crafting Gadgets, Items, and Materials will produce higher quality or quantity results.
lvl 01000 -
lvl 02000 -
lvl 10000 -
Entertainer = (Bards, Singers, Dancers, etc. These characters buff/debuff through non-magical means)
lvl 00001 - Inspiration - Produces a 25% natural buff to allies, including self to all actions and stats.
lvl 00100 -
lvl 01000 - Divine Inspiration - Once a week user's actions produce results that exceed the limits of those actions normally can attain
lvl 02000 -
lvl 10000 -
.... Feedback is much appreciated...Thanks ^.^