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JonnyBravo
August 10th, 2006, 04:09 PM
Tynian, are there any plans for new classes on the horizons? I know that thug and bard aren't quite done yet, but I was curious if you were already scheming something new.

I personally would love to see a new casting class and a new melee class, in addition to the new rogue class Thug. Maybe a third rogue class too =) (Assassin?)

Tynian
August 10th, 2006, 04:19 PM
Let me answer that with three questions.

Are we (the collective we) satisfied with all of our current classes and class capabilities?

Do we (the collective we) have enough unique, yet balanced skill and/or spell ideas to fully support a new class?

Do the classes we have provide insufficient options?

Belsambar
August 10th, 2006, 04:40 PM
I know that I (Me collective) have been trying to figure out how to get Barbarian and Rogue implemented for a long time, so maybe now I should put of a skill list for idea and stuff, to see what everyone thinks about it?

I do have one drawn up, but not half the tweaks I've thought of recently. Yeah. *snicker*

Oh. And suggestions welcome to add to an alternative list of player suggested ideas I might put on solid thread so everyone can look back and see skill suggestions of the past. Or future.

Pol
August 10th, 2006, 07:35 PM
Obvioiusly answering for just myself, but...

1. I feel the current classes do need some work once global changes are implemented. Shaman and Thug are both full of untapped potential, Warrior and Thief could use a freshening up, and Bard will be a *ton* of fun once implemented as a regular class (if that's in the plan).

2. I think there's potential for new classes, absolutely. I've always wanted to play a Monk, for example (love to play the unarmed combatant mystic kinda guys in table top gaming). Beyond something that's radically different like a Monk, however, I'm not so sure new class ideas would be unique enough to stand on their own. Assimilating those ideas into other classes, however, might be the way to go.

3. I think the class selection we have now provides numerous options - whether those are sufficient or not depends on the individual player. Some players like the esoteric, some don't. There will also be those that come from skill, as opposed to class, based systems who feel that having classes at all is too restrictive. I think we have plenty of choices when one includes not only classes, but races, alignments, gear selection, and multi-classing combinations into the decision matrix. As long as every class is competitive with every other class stand-alone, there are plenty of options.

At any rate, with the exception of an unarmed combat specialty class (i.e. Monk) I think almost all the potential bases are covered.

As a side note, what may be interesting is to provide some choices *within* a class, as opposed to choosing or creating a different class. For example, only getting access to skills/spells when one's prime level in that class is reached. That is, to get a L15 mage spell, you have to be mage prime for 15 levels - non-prime levels don't grant additional skills or spells (implementing this idea would be impossible, of course, given the established character base - I'm supplying it just for illustration). Or perhaps implementing additional skills/spells, but limiting the number which can be learned such that a character has to choose which to learn, and which to never learn.


Cheers,

Pol O'Song

Arella
August 11th, 2006, 03:38 PM
I vote we fix bard and thug and maybe touch up a bit on all the old classes before we (the collective we) start considering another new class. IMHO, lots of half finished classes would be less fun that a few well finished classes.