StendhalRefactoringClassBasics: Difference between revisions
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imported>Kymara m →Class System: spelling |
imported>Madmetzger Undo revision 11766 by Ufizavipupu (Talk) |
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We have two ideas for the class system now, one is a standard Class System, and the other is an Open System.
Both systems will have a form of
It is important to notice that not all the skills are combat oriented, there may be skills to find
* [[StendhalRefactoringSkillTree| Skill Tree]]
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* [[StendhalRefactoringClassWarrior| Warrior]]
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Other suggestions for classes
* [[StendhalRefactoringClassDruid| Druid]]
* [[StendhalRefactoringClassPaladin| Paladin]]
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An NPC that will make you "forget" your current class, and makes you able to repick your class would also
be a nice addition. Changing the class will make you lose all your
that class, and you would have to restart your class from zero.
The player levels would not be lost, though.
== Tree-based Class System==
A variant on basic classes is to have a tree of classes and advanced classes where you can "class up" as well as leveling up your current class. The requirements for classing up would vary depending on the class. Some may require a high prerequisite class level (e.g. Wizard), some may only require a low prerequisite class level (e.g. Bard), some may require a quest (e.g. Paladin), some may require paying the right guild (e.g. Thief), etc.
You'd keep your class levels when switching to a new class. If you switch to a new class tree (instead of moving down the current one) then some class skills may become unavailable until you switch back. You can only level up skills for your current class, which means you'll want to spend some time at the lower classes to cover the basics before upgrading (or you'll have to downgrade later and then upgrade again).
For example (with some renaming and reorganizing of the above classes):
* [[StendhalRefactoringClassScout| Scout]] — an dexterity/agility-based fighter, forward-observer, and master of the wilds. (Mostly the same as the current [[StendhalRefactoringClassThief| Thief]] sans Backstabbing, Unlocking, Pocketpicking)
** [[StendhalRefactoringClassArcher| Archer]] — a ranged fighter.
** [[StendhalRefactoringClassBravo| Bravo]] — a lithe and flashy duelist who can pinpoint an enemy's most vital areas (i.e. a swashbuckler)
** [[StendhalRefactoringClassBerserker| Berserker]] — (Warrior+Scout) a powerful fighter who relies on skills and attributes more than equipment.
** [[StendhalRefactoringClassMonk| Monk]] — (Scout+Priest) a blessed fighter who uses martial arts.
* [[StendhalRefactoringClassWarrior| Warrior]] — a strength/constitution-based fighter.
** [[StendhalRefactoringClassKnight| Knight]] — a warrior that can equip the strongest arms and heaviest armor. (Skills to offset armor weight, etc)
*** [[StendhalRefactoringClassDragonKnight| Dragon Knight]] — a powerful knight with special skills for conquering the strongest dragons.
** [[StendhalRefactoringClassBerserker| Berserker]] — (Warrior+Scout) a powerful fighter who relies on skills and attributes more than equipment.
** [[StendhalRefactoringClassPaladin| Paladin]] — (Warrior+Priest) a holy knight. (Sort of a cross between Knight and Priest allowing access to both their skills, but not advancing as quickly as either of them does.)
* [[StendhalRefactoringClassPriest| Priest]] — a holy magic user.
** [[StendhalRefactoringClassNecromancer| Necromancer]] — a powerful dark magic user.
*** [[StendhalRefactoringClassLich| Lich]] — (Necromancer+Wizard) an all-powerful dark magic user. (Like the Paladin, allows access to both Necromancer and Wizard skills, plus a few extra.)
** [[StendhalRefactoringClassPaladin| Paladin]] — (Warrior+Priest) a holy knight.
*** Dark Paladin — Exactly like Paladin, but what you become if you become a Necromancer.
** [[StendhalRefactoringClassMonk| Monk]] — (Scout+Priest) a blessed fighter who uses martial arts.
* [[StendhalRefactoringClassMage| Mage]] — an elemental magic user
** [[StendhalRefactoringClassWizard| Wizard]] — a magician so powerful they have become a magical creature. (Gains spell-like abilities as skills that cost no MP or reduced MP)
*** [[StendhalRefactoringClassLich| Lich]] — (Necromancer+Wizard) an all-powerful dark magic user.
** [[StendhalRefactoringClassEnchanter| Enchanter]] — a magician that can temporarily or permanently enhance equipment with spells.
Other than the obvious difference of adding in a tree of lots of classes, one of the differences in this reorganization compared to the four basic classes above is that instead of having the typical "ranged, melee; offensive magic, defensive magic" breakdown it instead has a "speed, power; holy, elemental" breakdown where the choices are orthogonal rather than opposites. You could play an offensive Mage (fireball...) or a defensive Mage (ice shield...); an offensive Priest (curse, blight, turn undead...) or a defensive Priest (ward, heal, resurrect...); a ranged Scout (i.e. Archer) or a melee Scout (just hit them really often); a ranged Warrior (e.g. Berserker with the sprinting skill) or a melee Warrior (just hit them really hard). I think this makes for more interesting play since the classes aren't so typecasted.
The tree-based class system would allow greater flexibility than the basic class system, like the open system but without requiring strange limitations such as only being able to change armor in town. Classes can only be changed by special NPCs, quests, etc and not in the normal course of a dungeon
== Open System ==
A completely different way of handling classes is if you made quests for the teacher who trains you in the different skills and spells. After you complete the trainers quest you will learn the skill he/she can teach, however, some skills has specific
An NPC to reset your skills
In this system you could actually be both a mage and warrior thus making the class system completely opend for "dual classess" of any type, the skills you can learn is the same as in the Class System, but now you can learn all the availeble skills.
One thing that is very important in this system is that the players
Maybe players should only be able to change the gear when they are inside an Inn or setting up camp?
Bracers, Boots, Helm and Gloves is still items that is
== Play-Style Depended Class System ==
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A player has used his heal spell 20 times and his sword 150 times. At the end of a quest he gains 100 exp. His heal level will raise with 1000 * 20 / (20 + 150 * 0.1) exp and his swordfighting level with 1000 * 150 * 0.1 / (20 + 150 * 0.1) exp. Because you need to use a sword more times to gain any effect it's uses is multiplied by 0.1.
This makes
It should still be
Mages who use a certain scroll often, learn to use that spell without the need of a scroll. Scrolls just increase the effect and the chance of
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