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Ghost Pirate's Suggestions retaining to classes
Classes:
Personally I think all these classes are highly unneeded, Graal Kingdoms currently has 3 Spell caster classes and 3 Melee classes. What you can do to change this around and make it easier to balance is to subclass each of these. I believe the following classes would be easier for everybody These are the basics, Fighter, Spellcaster, Rogue. Each Class has its own subclass which can be gained due process while playing the game. Heres a list of Classes and subclasses each with their own abilties and restrictions that can be designed. Melee Class (Base Class) Stat Bonus of Str +1 Con +1 Starts with Training Sword Cannot use magic -Swordsman (Subclass) Gains +2 Con Gets the ability to wield higher damage swords and polearms Can ONLY wield swords and polearms Open to better sword moves and combos -Barbarian (Subclass) Gains +2 Str Gets the ability to wield higher damage Axes and clubs Can ONLY wield axes or clubs Open to duel wielding -Paladin (Subclass) Gains + 1 Wis +1 Con Gains ability to use divine magic Gains ability to choose a god Can Only use 1 handed swords and septers Spellcaster (Base Class) Stat Bonus of + 1 Pow + 1 Int Starts with Training Staff -Wizard (Subclass) Gains +2 Pow +1 Int Can use higher level magic of his magic's school Can use better staves Can ONLY wield staves and wands -Mage (Subclass) Gains +2 Pow Can use higher level magic of all times Can use better staves Can ONLY wield staves and daggers Cannot use Divine Magic -Priest (Subclass) Gains +2 Wis Can use higher level divine magic Can ONLY wield staves and septers Can ONLY use Divine Magic Gains ability to choose a god Rogue (Base Class) Stat Bonus +2 Dex +1 Con Starts with Training Dagger -Thief (Subclass) Gains +1 Dex +1 Con Gains stealing ability Gains picklock ability Gains ability to set traps Can use better short swords and daggers Can ONLY use short swords and daggers -Assasian (Subclass) Gains +2 Dex Gain Stealth ability Gains Mirror Image ability Gains ability to set traps Can ONLY use daggers, katars, and claws Can use better katars and claws -Archer (Subclass) Gains +1 Dex +1 Str Gains Mulitple Arrow ability Can use Elemental Arrows Can use better Bows and Crossbows Can ONLY use Bows, Crossbows, and daggers Increased run speed Custom (Base Class) Players can design their own class, however they do not get any stat bonus, start weapon, or subclass sklls. Custom Class players can use weapons and magic but only the weaker ones. Granted there are more subclasses to my system but each subclass has its own restricts and it gives people who wants to stay in a certain area who can do a bunch limited to what they can use. However I believe this will improve some of the balance, aswell as give better options to players. |
Pertaining. It would be good if you put some blank lines in your proposal and maybe bolded your headlines or something, it's pretty difficult to read at the moment.
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Reminds me of Diablo, those base classes, and the whole subclassing is very D&D like.
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I like it a lot. It puts an end to all the barbarians with 20 20 20 stats at the start, and also i like the way that fighters cannot use magic
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I'll fix it up, I just typed it all up in a txt program and pasted in here. |
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Well if your going down the paladin path it should be a hard one to maintain, I believe. And Divine magic mainly are the times of priest magic that says divine, holy or anything that helps a player. Also Paladins can't wield better swords =) So the ability for magic limits a bit. |
of course, it would, but basically, your idea is just a rip of D&D and Diablo
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Yeah, it would ruin Graal's amazing uniqueness. After all, everything in Graal is SO original.
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You don't have to say that, your arguement is pointless, Graal already has some GFX and things similar to that of other games, but you don't need to add even more to that, do you?
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Pretty much all RPGs are rips or are D&D of some form.... |
I RP on Kingdoms fine as a Paladin. Closest thing to a sword bathe in blue flames (Paladin's Sword) is the Diamond Force. And I have all the heal spells, and all that other stuff, like protection prayers, and invisable from the undead, and stuff. Kinda neat being a Paladin. :) Very, very hard to follow the Paladin code though.
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All you did was be sarcastic, not much of a point of view, is it?
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I fail to see how an Archer advances from a Rogue position, if anything it should be a subclass of Melee or something.
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In Diablo, a Rouge is basically an archer, so that's where he got his idea from.
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not really. Didn't get any of my ideas from Diablo2, atleast didn't mean to. I placed Archer in rogue because hit didn't fit in melee or magic. |
Put it this way. Use three main bases.
Stregnth, Speed, Magic. (Fighter, Rogue, Spellcaster) Which would you put Archer in? |
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Robin Hood
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A bard is a rogue in AD&D ROFL
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If I could, I'd be an assassin, they should have natural speed, and fast attack speed, and strong attack power, but low con and hp.
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I like it.
It would be nice if it was really, really tested in development to get it so there was no 'uber' class, meaning, x people each start in a different class, and after y hrs the barb or wis can always kick everyone else's butt. Then, you have weak RPers getting trashed by powergamers....agian. I especially think it's good if some of the dungeons, etc, really require the skills of multiple classes to get though, so you just cannot progess as fast or well unless you party up with people of different classes. I am tempted to suggest allowing cross-classes with VERY HEAVY xp penalties for barbs attempting wizardry, and HEAVY xp penalties for warriors learning sneaking skills, but not as heavy. At the same time, that means 'fulltime players' can still be everything which defeats the purpose somewhat. Also, since Paladins can't be evil, it may be good to add some requirements, like pentalties for learning desease spells, bonues for healing, perhaps even penalties if they attack a weaker player who themselves have not attacked anyone in the last few minutes (other than kingdom enemies). |
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