March 11, 2015 at 10:35 pm #701
I love the Adjective/Race/Class concept, but I’m a little worried about too-obvious choices based on what I saw in the Kickstarter video. A Roguish Shade Elf Scout sounds to me like a Roguish Roguelike Rogue. A Tough Dwarven Knight sounds like a Tough Tough Guy who’s Tough. These seem like no-brainer specialties.
Please make sure that there are 3 or 4 viable Adjectives for every class and make it an interesting choice with pros and cons to each. I don’t want every Knight character to be just another Tough Guy who’s Tough.
March 12, 2015 at 12:34 am #713
- This topic was modified 6 years, 1 month ago by Zombra.
Yeah, I took the easiest combos of Specialty/Class/Race for the video, figuring they’d be the easiest to convey. I’ll be doing an update on Kickstarter discussing this in greater detail, but the Specialties are designed to work with all the classes, with some being more natural fits. For instance, Nature spells don’t break stealth, so a Nature Scout (of any Race) would be sneaky and deliver poison spells without many enemies identifying the source. He’d lack the skillset of the Rogue Scout, and would have wider choice of attacks (bow and spell).
By the same token, a Nature Knight might not care about the stealthy spells, but he could add poison to his two-handed blade, or use the local plants to limit enemy mobility, giving him the option to manage the number of enemies who could close or run away.
There are still many rounds of testing and polishing before all these element are locked in stone, but the goal is to create a very flexible but quick way of generating characters.March 12, 2015 at 1:59 am #714
That’s great news; thanks Design1!
I’m often somewhat of a contrarian when I design characters … looking forward to seeing what I can do with a Tough Wizard or a Roguish Knight! 😀
Or how about a Priestly Rogue? Hmmm …
March 12, 2015 at 2:07 am #715
- This reply was modified 6 years, 1 month ago by Zombra.
A Roguish Knight might make an interesting point man. Able to spot a lot of traps and brush off the few he misses; being the one unlocking the door when enemies burst out. Lots of permutations. A Tough Wizard starts to move into the Fighter/Mage style, providing the flexibility of going melee or stepping back and firing spells. One of my players in the table top version runs variants like that.March 12, 2015 at 2:23 am #717
Sounds like you’ve thought it through and we’ll have a lot of options for interesting party composition. Thanks again!March 12, 2015 at 5:44 am #725
It does sound interesting… looking forward to some more meat to the detailsMarch 16, 2015 at 3:52 pm #762
With respect to the latest post on races by David, here is a question
So, camping will play a strong role then, since some races can sleep in their armor, while others don’t need sleep at all. The ‘can’t be surprised’ thing is camping related too?March 16, 2015 at 4:10 pm #763
Gold box camping could be interrupted, and so these abilities make the characters less vulnerable during the encounters. There’s a little more complexity now. Characters are recovering long term resources by sleeping (Trauma and Fatigue), rather than spells (which have more explanation in a full Magic update).March 16, 2015 at 4:54 pm #765
1) When’s the magic update coming?
2) There are no healing spells at all? How about potions? HP regen over time?
3) So the 2 bars on the screens are Trauma and Fatigue (i.e. not mana)?
4) What exactly does Fatigue do?March 21, 2015 at 6:46 am #789
The Matrix DragonParticipant
Any plans to add a monk or psion class to the game? That would defiantly make this game a backer for me.March 21, 2015 at 11:58 pm #792
We certainly have early thoughts on other classes and skills. Everything right now is a function of scope. 🙂
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