v0.8.9 (Bugfixes + translations) released to Google Play!

Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.9) from Google, F-Droid, our server, or itch.io

Class System

Unstructured ideas, requests and suggestions for the development of the game.
Post Reply
lord midnight
Posts: 104
Joined: Sat Feb 05, 2011 9:23 am
Location: Oz

Class System

Post by lord midnight »

I would like to propose the following job system.
It is designed to be simple and allow add a few features at the same time.

Level One:
Near the beginning of the game, you sekect a class from the following list, Each one has 2 upgrade paths, a basic character image and a set of small bonuses:

Tough-
physical athletic types
Tough characters get the basic player sprite, a few extra HP and and extra point of attack power.
Advances to Warrior or Hunter

Smart-
good at mental tasks like solving problems
Smart Characters get a very small block bonus, a few less HP and possibly a 5% reduction in experience cost to level up or bonus to intelligence if implemented. simple guy in robes
Advances to Scholar or Wanderer

Friendly
-easy to get along with and helpful
Friendly Characters get a very small ~5% reduction in shop costs and possibly extra information or quest leads. tunic and leggings
Advances to Mystic or Troubadour

____________________________________________
Level Two:
Level Two Jobs require level 10.

Warrior-a protector of the village
gains strength and to hit bonuses, upgrades to Knight or Monk

Hunter-survives by harnessing natures bounty
gains animal item drops and similar bonuses, tame etc, upgrades to Ranger or Hermit

Scholar-a seeker of knowledge, gains block and to hit bonuses or Intelligence bonuses for magic if used, upgrades to Mage or Alchemist

Mystic-inspired to seek the will of the gods, HP bonus, upgrades to Healer or Crusader


Wanderer-an unfettered soul, not very specialized, no bonuses, upgrades to Adventurer or Drifter

Troubadour-good with their hands and able to read people, they trade in information, entertainment and rare goods. Bonus to dodge, to- hit, upgrades to Outlaw or Rogue


_________________________________________
Level Three:
Level Three jobs require level 25. You must find a master to Advance(?)
Level Three jobs only have one upgrade option.All level three jobs open extra quests for that type.

Ranger-expert to-hit, high HP,
Hermit-item craft, animal taming

Knight-good with equipment, reduced attack AP, reduced encumbrance
Monk-good unarmed, high HP

Mage-uses magic(?)
Alchemist-crafts items well(?)

Healer-restore HP, item craft
Crusader-strong damage, high HP

Adventurer-extra encumbrance, good dodge, extra quests
Drifter-move AP is lower, good dodge

Outlaw-thieves etc, open up more, citizens charge you more, easier to get contraband
Rogue-good dodge, good to hit



"Jack-of-all-Trades" -to get Jack of All Trades, you must reach level 25 without taking a class. The Jack get a low level bonus from every level 3 class. Jacks learn Non-Class Skills easier as well.



______________________________

At level 50, you may Advance to a Final Class:

Blessed Paladin- crusader, healer, Knight
paladins get a small chance to "not die" with a small amount of HP if defeated

Wizard of Lore- mage, alchemist, hermit
read old tablets n scripts, extra magic?

Treasure Hunter- adventurer, drifter, rogue
good prices, good dodge, extra chance for items, "Find Item" ability, gains small item(coins, pottery, gems, rings etc, bigger stuff in harder to ge to places?

Arms Master - knight, monk, outlaw
low AP to attack, low encumbrance

Keeper of the Wood- ranger, hermit, healer
animal handling, 'forest spell?", "find natural item"(fur, claws, mushrooms)


Blade Dancer- outlaw, rogue, monk
low ap with small weapons, high to-hit, high dodge
low move ap, easy to flee.



By no means set in stone, but something like this would open a lot of options, and give a bit of structure to all those options.Some of the classes could be combined or new ones added easily.


There is no reason it must be complicated, sprites can be for just the basic 3 types, tough, smart, friendly, and still give a lot of customization.

Any skill system can be fully independent of the class system, or it can be incorporated.

Classes should give some skills and you should be able to learn skills other ways too, Jack of Trades should be able to learn any skill easy after unlocking.


Id like to see the basic 3 types implemented by v0.7 if possible, so there is a platform to build the others on. Those 3, and some quests, Items and "Skills/Abilities/Etc" for each of them would be a lot of replayability. The level 10 classes would be exponentially so.

**changed Jack to level 25
**switched Mystic and Wanderer, this gives a different Balance with Magic and upgrade paths, and suits Mystic as Emotion and Devotion are related.
You do not have the required permissions to view the files attached to this post.
AND/OR's ...
Image
Kyubii
Posts: 3
Joined: Sat Feb 26, 2011 3:14 pm

Re: Class System

Post by Kyubii »

I have always loved job systems in RPG games, and exploiting all posibilities in this. ^_^

But should the job system really come to something this complicated? I mean, I have no idea how big the game will be at v. 1.0, but I like the game simple. That is in a game without ranged attacks and no offensive/support/defensive magic. In that case give it a much easier "class system".

Make 2 (or 3) factions:

The faction of the Shadow
- Mainly consists of a small defense bonus when joining this faction
(amount of bonus depends on rank: rank increases with missions)
- Other items available at the hideout of this faction (mainly strengthening potions, blessings for the hero, magical necklaces/rings whatever...)

The faction of [insert some athiest clan name here] :P
- Mainly consists of a small hit chance bonus when joining this faction
(amount of bonus depends on rank: rank increases with missions)
- Other items available at the hideout of this faction (mainly knight's heavy armor, heavy equipment, etc...)



Off course, if ranged and magic attacks are coming to the game, the first idea is more than appreciated. =D
Sasquatch
Posts: 3
Joined: Sat Feb 26, 2011 12:03 pm

Re: Class System

Post by Sasquatch »

I would buy this game if I had to if you put that in
Scryte
Posts: 1
Joined: Tue Mar 01, 2011 8:46 pm

Re: Class System

Post by Scryte »

Every game out there is either class based or "class free" meaning they have implemented an ability tree. Ability trees are not much different than classes. Both approaches limit the player to essentially one set of abilities.

A wizard in D&D at each class level gets X number of spells of varying spell levels. An Ability tree does the same thing, only it dictates which prerequisite spells you must have before you can have the spell you want.

A skill tree might give you more variety because you could choose from the "fighters" tree as well as the "wizards", but in the end you are going to focus mainly on a single tree to get the more powerful abilities at the bottom of the tree.

I would recommend a point system more like the Hero system's. Certain abilities cost X number of points. Modifiers to those abilities, ranged, passive vs active, longer durations, etc. multiply the cost of the ability.

This lets you spend your points the way you want. If you want to save your points up to do one powerful thing earlier in your adventures at the cost of not having some minor tricks to pull out, great. If you want a bag of minor tricks to pull out as needed at the cost of not having a devastating offensive ability, you can do that too. Thief with a few magic spells. You bet.

So, playing off the class system above, you might pick from the Tough Class at first, then take abilities from Mystic second and Rogue last. Or you might pick more level to abilities instead of picking some level 3 ones.

This approach allows characters to be less one dimensional allowing for the story of the tough guy who picked up a smattering of magical abilities and went rogue. The game balancing is done by the cost of the ability, not based on prior choices.

Most of this is re-posted from the Wiki because I thought it was applicable.
Scryte
Post Reply