by Ratiotile » Mon Jul 16, 2007 4:09 pm
Since we are leaning away from the traditional class based system that Xenimus had, we should consider creating a more innovative system.
Players always want more classes, more subclasses, more different spells, etc. More choices results in more possibilities for character development, fewer cookie-cutter builds, and more unique characters. Everyone wants a unique character. However that just isn't possible in Xenimus because you are limited to a couple of good builds per class.
Fighters, Paladins, and Barbarians today have basically ONE 'best' build: get agility to 29 before spin, then go str or agi until agi hits 39/50, str until 60. This leads to characters like 60, 39, X, 19, 20, and they dominate because of the way agil/ str system works. Players who get cons don't get enough HP to offset the damage they are losing from not getting str, as str also gives HP. Characters who don't get agility can't hit anything, because of EJ's new(well, since 05) emphasis on agility. Characters who have put points into intelligence and wisdom have basically wasted those points, because they get enough MP without intel/wis and int gives an insignificant amount of bonus exp. Wisdom doesn't give enough either, because extra skill points come only every 10 points.
The mages have more choices, because they have 2 important stats, cons and either int or wis. Melee classes only had 2 choices for agility: 29 or 39, and the rest go to str until 60. Mages can go either HP, or a few more balanced builds, but they are still boring. Stats like these: 19,19,81,19,19 or 19,19,39,50,20. Switch int and wis around for clerics and druids and there you have it. Agility is useless, Str is only gotten for armor, and the other mage stat is useless because of the 10 attribute points between 1 skill point.
When EJ created Xenimus there were 5 classes. Now he has added 3 more. Look at every other RPG out there; they have all added more and more classes. Have you ever seen an expansion that didn't promise more classes?
I propose a solution to the more classes craze: The infinite class/classless system. These two terms are equivalent. In order to bring about a near-infinite possibility of character development, there are no rigidly defined classes. Characters will not be defined merely by their stat points.
This is how such a system would work:
In the character creator there would be no choice of class, but possibly a choice of character 'direction' being towards melee, ranged, or magic. Players would choose skills they want to work on more than others ( major skills ). There might be a selection of possible character traits that one could choose, each having advantages and drawbacks.
There is a skill point system and a new bonus system, which I'll call the Talent system for now. It would appear to be similar to the Feat system in D&D or the Perk system in Fallout, only more powerful. Each level, or every X levels, characters will get to choose a Talent.
Talents will be what set characters apart; they will mean a great deal. There should be something for everyone: Increased MP, more powerful spells, or cast speed for mages; increased HP, moves like attack run/spin, and fast hit for fighters; and much more.
Talents would have level requirements, stat requirements, and possibly skill requirements. There will be far more talents than you can possibly choose, so getting a mage in plate would mean not picking up that extra 10% spell damage talent.
With careful design and balancing, this system could be the answer to everyone's sub-classing dreams. An innovative system like this will bring back the new, unknown feel that got us into Xenimus.
If people don't like the idea of dropping all class names, and I've heard that before, class titles can be granted to characters who meet requirements for a class. They can have the class name show up in their character screen and get a small bonus for meeting class requirements. Requirements might include skills, certain Talents, and stats. This way we can keep many character possibilities open and still implement all the subclasses that Vitriol suggested. For example, a magic-user who selected many fire-based talents and skills could be granted the Pyromancer class and a small bonus to fire or something.