New Classes & Tweaks

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chrlpolk
Posts: 138

Re: New Classes & Tweaks

Post by chrlpolk » Mon Jan 27, 2020 12:07 am

Ah, I see. So your thoughts are that the player should pick all the packages at character creation. Then as they progress, they get the benefits (or get shut out of using certain items/spells) based on package requirements. If at some point you find that Flame Sword and want to use it, but your Warrior doesn't have the mage package, then you'll have to create a new character with that package setup.

This could have a profound RP implication - the difference between training and study, and applicable skillsets during adventuring. Football players typically don't pick up new skills during games, but during the "off season" training. Likewise, Adventurers have their training periods prior to the game, and although Adventuring hones those skills, either the Warrior studied a bit of the magic arts during training, or they focused on being able to wear heavier armor - but they aren't trying to grasp Arcane calculus by campfire, nor are they walking around in heavy armor in hopes to somehow learn to fight in it. They either trained in it "off season" or they didn't.

Likewise, the packages represent a potential, not necessarily an immediate application. So the straight Warrior packaged adventurer has the potential to wear heavy armors, even though some might have restrictions requiring them to level first. And the straight Mage adventurer has the potential to cast high magics even if some initial restriction prevents a level 1 character from learning the Nuke 'Em spell.

aldube30
Posts: 15

Re: New Classes & Tweaks

Post by aldube30 » Tue Jan 28, 2020 4:57 am

A level 1 mage wouldn't be able to cast higher level spells, there's still minimum level requirements for spells and minimum spell points required to cast. Just think of the package system as a investment, having enough packages in a class makes you a member of that class and controls the amount HP & MP per level and the learning speed of skills & Magic (including thaco & saves). In some RPGs, like Might & Magic you are locked into those class choices. All a package system does is customize your own character class at the beginning of the game instead being stuck with the vanilla flavoured choices. Changing classes kind of spoils the fun of games, and it's hard to balance as no two class changing options are equal. Each new level a character goes up opens new opportunies for better spells, skills, & thaco, advancing a level is it's own reward.
;)

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chrlpolk
Posts: 138

Re: New Classes & Tweaks

Post by chrlpolk » Wed Jan 29, 2020 3:39 pm

aldube30 wrote:
Tue Jan 28, 2020 4:57 am
A level 1 mage wouldn't be able to cast higher level spells, there's still minimum level requirements for spells and minimum spell points required to cast.
Right, so the L1 full Mage packaged character just has the potential to eventually cast higher level spells. And the L1 full Warrior package may have the potential to wear full plate armor, but where to even buy that at the starting village? And that flame sword would surely be handy against those ghouls haunting the tombs, but you'll need to create a new character that has a fighter & mage package combo. I think we're getting closer to a same-page situation! ;)

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