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-   -   Ghost Pirate's Suggestions retaining to classes (https://forums.graalonline.com/forums/showthread.php?t=43837)

Ghost Pirate 03-28-2003 08:54 PM

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.

Kaimetsu 03-28-2003 09:02 PM

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.

Kaiser2 03-28-2003 09:30 PM

Reminds me of Diablo, those base classes, and the whole subclassing is very D&D like.

Evil_Lord_Sparda 03-28-2003 10:15 PM

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

Ghost Pirate 03-28-2003 10:39 PM

Quote:

Originally posted by Kaimetsu
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.

I'll fix it up, I just typed it all up in a txt program and pasted in here.

Kaiser2 03-29-2003 12:53 AM

Quote:

Originally posted by Evil_Lord_Sparda
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
Don't misunderstand, Barbs can still start with 20 20 20 stats, and fighters can learn divine magic at one point.

Ghost Pirate 03-29-2003 02:54 AM

Quote:

Originally posted by Kaiser2


Don't misunderstand, Barbs can still start with 20 20 20 stats, and fighters can learn divine magic at one point.


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.

Kaiser2 03-29-2003 03:05 AM

of course, it would, but basically, your idea is just a rip of D&D and Diablo

Dark-Dragoon 03-29-2003 03:36 AM

Yeah, it would ruin Graal's amazing uniqueness. After all, everything in Graal is SO original.

Kaiser2 03-29-2003 03:44 AM

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?

Ghost Pirate 03-29-2003 04:40 AM

Quote:

Originally posted by Kaiser2
of course, it would, but basically, your idea is just a rip of D&D and Diablo

Pretty much all RPGs are rips or are D&D of some form....

zell12 03-29-2003 04:52 AM

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.

Dark-Dragoon 03-29-2003 04:56 AM

Quote:

Originally posted by Kaiser2
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?
I think adding comments to things and what you think on subjects is one of the POINTS of a forum, Vlad.

Kaiser2 03-29-2003 05:16 AM

All you did was be sarcastic, not much of a point of view, is it?

Shrimp Okonomiyaki 03-29-2003 08:10 AM

I fail to see how an Archer advances from a Rogue position, if anything it should be a subclass of Melee or something.

Kaiser2 03-29-2003 05:41 PM

In Diablo, a Rouge is basically an archer, so that's where he got his idea from.

Ghost Pirate 03-29-2003 08:12 PM

Quote:

Originally posted by Kaiser2
In Diablo, a Rouge is basically an archer, so that's where he got his idea from.

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.

Dark-Dragoon 03-29-2003 09:41 PM

Put it this way. Use three main bases.
Stregnth, Speed, Magic. (Fighter, Rogue, Spellcaster)
Which would you put Archer in?

Shrimp Okonomiyaki 03-30-2003 03:03 AM

Quote:

Originally posted by Dark-Dragoon
Put it this way. Use three main bases.
Stregnth, Speed, Magic. (Fighter, Rogue, Spellcaster)
Which would you put Archer in?

Point taken, I just didn't see an Archer fitting in with the "evil" classes such as Theif, Rouge, and Assassin.

Tyhm 03-31-2003 12:23 AM

Robin Hood

Juron Pilo 03-31-2003 01:35 AM

A bard is a rogue in AD&D ROFL

Kaiser2 04-01-2003 02:26 AM

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.

busyrobot 04-01-2003 03:48 AM

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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