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.

Basics:

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.


Every level, players will select the updated card from the Archive box to replace their old one with. They will also choose from a list of abilities/spells to add to their available card pool. Those will be addressed later on in another blog post.

So, the Base Classes:

  1. Recruit 

    1. The Tank role. 

    2. The Recruit class will have the most variety of weapon and armor proficiencies.

    3. Standard physical attacker with bonus defensive buffs. 

  2. Apprentice

    1. The DPS/Support role.

    2. Most flexible non-magic class in the game. Think of the Artificer/Alchemist/Rogue/Bard(?) classes from other RPGs. 

    3. Emphasis on status effects and skill checks. 

  3. Student

    1. The DPS/Support role

    2. Magic user class. Will be able to customize into healing, damage, or other styles.

    3. 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).

  1. Recruit ->

    1. Soldier

      1. Armor and defence focused class. 

      2. Abilities to heal and buff self.

    2. Mercenary

      1. Weapon and offence focused class.

      2. Abilities to increase damage and apply status effects to enemies. 

  2. Apprentice ->

    1. Tradesman

      1. Artificer/Alchemist inspired class. Makes items to assist the party/self. Bombs, potions, etc.

      2. Uses guns to shoot status effects onto enemies.

    2. Performer

      1. Support class with emphasis on buffs for party.

      2. Fast moving dps.

  3. Student ->

    1. Mage

      1. Damage focused spellcaster.

      2. Wide-range of spells to choose from for customization.

      3. Multi-target abilities and spells.

    2. Acolyte

      1. Support focused spellcaster.

      2. Healing and status curing abilities.

      3. 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

Not the prettiest, but does get a few of the key parts down. The front shows the base stats of the character. HP for health, Att for attack bonus/damage bonus, and AP for Ability points.

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):


The back of the card will list the proficiencies of each class, their passive skill bonuses, the abiltiy types they have and the corresponding symbol for them.

The Passive Skills are, from left to right, top to bottom: Strength, Intelligence, Charisma, Agility, and Observation.
That's all for this week. As always, thanks for tuning in to The Video Grant. Don't forget to follow me on Twitter

New posts will be uploaded every Tues and Fri at 00:00 JST time. 


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