Illevar RPCG - Part 3: Classes
久しぶり皆さん!
Today's post will continue my train of thought on the RPCG I'm developing. Last week, we got down some rough ideas for the game. In this post, we will be looking at rough ideas for the Class system for Illevar.
Side note, Final Fantasy Tactics is amazing and everyone should try it. |
Players choose one of three classes to start the adventures with. This class, henceforth referred to as the Base Class, will be the class they use for levels 1 - 3. These are loose classes that offer up decent amounts of customization and showcase which skill checks they will have the best bonuses for. These were based around a combination of standard TRPG classes and MMO archetypes. Specifically around the roles of: Tank, Support, DPS.
So, the Base Classes:
Recruit
The Tank role.
The Recruit class will have the most variety of weapon and armor proficiencies.
Standard physical attacker with bonus defensive buffs.
Apprentice
The DPS/Support role.
Most flexible non-magic class in the game. Think of the Artificer/Alchemist/Rogue/Bard(?) classes from other RPGs.
Emphasis on status effects and skill checks.
Student
The DPS/Support role
Magic user class. Will be able to customize into healing, damage, or other styles.
Physically weakest, but flexible spell/ability toolbox.
After level 4 players will choose an Advanced Class to replace their base class. Advanced Class will last levels 4 - 7(8).
Recruit ->
Soldier
Armor and defence focused class.
Abilities to heal and buff self.
Mercenary
Weapon and offence focused class.
Abilities to increase damage and apply status effects to enemies.
Apprentice ->
Tradesman
Artificer/Alchemist inspired class. Makes items to assist the party/self. Bombs, potions, etc.
Uses guns to shoot status effects onto enemies.
Performer
Support class with emphasis on buffs for party.
Fast moving dps.
Student ->
Mage
Damage focused spellcaster.
Wide-range of spells to choose from for customization.
Multi-target abilities and spells.
Acolyte
Support focused spellcaster.
Healing and status curing abilities.
Multi-target abilities and spells.
I haven’t yet finished the ideas for the Final Classes for the class trees. Ideas are always welcome and I’d love to hear thoughts down below in the comments.
Lastly, I’d like to post a rough mock-up for the Class Cards (Front):
Needs work, but gets the idea across |
AP is needed to use the abilties of the characters and are limited during combat. They reset every combat or encounter (non-combat situation).
I'm not sure if I want to do a count down system or a count up system (Pokemon TCG for example)
Class Cards (Back):
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