StendhalRefactoringClassBasics: Difference between revisions

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The player levels would not be lost, though.
The player levels would not be lost, though.


=== Tree-based Class System===
== 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.
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.


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For example (with some renaming and reorganizing of the above classes):
For example (with some renaming and reorganizing of the above classes):


* [[StendhalRefactoringClassScout| Scout]] — an dexterity/agility-based fighter. (Mostly the same as the current Thief sans Backstabbing, Unlocking, Pocketpicking)
* [[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.
** [[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)
** [[StendhalRefactoringClassThief| Thief]] — a devious agility fighter. (Backstabbing, Unlocking, Pocketpicking)
** [[StendhalRefactoringClassBard| Bard]] — a magical fighter, also requires Druid.
** [[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.
* [[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)
** [[StendhalRefactoringClass Berserker| Berserker]] — a powerful fighter who relies on skills and attributes more than equipment.
*** [[StendhalRefactoringClassDragonKnight| Dragon Knight]] — a powerful knight with special skills for conquering the strongest dragons.
** [[StendhalRefactoringClassPaladin| Paladin]] — a holy warrior, also requires Priest. (Sort of a cross between Warrior and Priest allowing access to both their skills, but not advancing as quickly as either of them does.)
** [[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 light/dark magic user.
* [[StendhalRefactoringClassPriest| Priest]] — a holy magic user.
** [[StendhalRefactoringClassNecromancer| Necromancer]] — a powerful dark 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]] — a holy warrior, also requires Warrior.
** [[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| Druid]] — an elemental magic user
* [[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)
** [[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)
** [[StendhalRefactoringClassBard| Bard]] — a magical fighter, also requires Scout.
*** [[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 Druid (fireball...) or a defensive Druid (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.
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 ==
== Open System ==