Suggestion: more unique character classes

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sheek

Knight at Arms
Old Guard
Does anybody else think that the character class option at the beginning is useless? Only for the first three levels is there any real difference because you have different starting gold, slightly different skills like the squire has Riding 2 and the Monk Riding 0. But past level 6 what is the point? By level 8 any priest can be as good a warrior as a level 8 squire and any hunter as good a healer as a priest.

I think if they are kept at all there should be more specific rules and things to make the classes look different. For example limits could be placed on the amount of Leadership a hunter can have regardless of charisma. So you can increase to leadership 3 until you're level 10. A merchant can't have Power Strike 3 until level 15. A Squire can't have Trading 2 until level 7. These are just examples.

Secondly you could limit armor and weapons depending on class. So you never see a priest with a two handed sword, and you never see a merchant in full plated armor.

Third you could have different quests offered to you depending on your class. A merchant would have more escort quests and get x amount of y quests. A squire would have more kill this party type of quests. And so on.

Thoughts?
 
Well it does say, "Before starting your life of adventure you used to be a..."

Also the classes are simply meant to divide the starting stats into 4 categories (and the weapons I see them using):

squire = strength (and two-handers)
hunter = agility (and bows)
priest = intelligence (and sticks)
merchant = charisma (and sword/shield)

I think that it is all right how it is now but, I would like to be able to change the starting skills of my char.
 
I've pointed this out several times before with no response, so apparently it's not a big deal for most of us - and even for myself, having characters that evolve into virtually any type of hero hasn't made much difference to me.

Originally, I started a female hunter character intending on commanding a small warparty and developing appropriate hunter skills and relying only on hunter-type weapons, armor, and horses. However, she eventually became a heavily-armored, spirited-charger-riding, warlord of dozens of sword sisters. So, I'm glad I wasn't too constrained.

However, I do admit, it adds a bit of a challenge and fascination if there were some character classes that had strict advancement possibilities and unique abilities: then we'd have to adapt our play to fit with the character's class. It would require us to make good decisions from the start and plan ahead.

As it is now, every character class can become a top-notch champion in virtually everything. They blend together and there's little difference to how you originally started or how you play from there on.

So, yes, adding a few unique classes with skills that can't be obtained any other way than by following their path would add some variety.
 
I'm against strict rules for equipment. It's the thing I hated most about Baldur's Gate and such. 'Priests can't use blades' 'why?' 'Because they're dumbasses.'
 
Yeah I'm not a big fan of weapons limitations.

I would be in favor of limiting skills though.
 
I think the best starting class change would be if you could choose your backround, if you could start out as the child of some Swadian noble, or if you were born to steppe bandits, on your first raid as a sea raider etc. your starting skills could be very different.
 
Yeah.

How about a system where you make choices before the game starts? For example you could choose how you grew up, a merchant's child, an orphan in a monastery, a farmer's son, a noble's child etc. At age 14 you are allowed a choice - for example the orphan can choose to stay in the monastery (increase intelligence) and train to be a priest or go to the city become an apprentice (increase dexterity/physical). The noble's child could focus on academic subjects (increasing intelligence) or train to become a squire (increase combat), etc. At age 16 you get another choice, for example the noble's son training to be a squire could go on to train to be a knight, or give up and go into being a merchant or go into the priesthood. Etc. The game starts at 18.

This would allow more flexibility and customization. Not sure it is a good idea and would have to be fleshed out. Thoughts?
 
Sheek's suggestion could be good, if it works.

Just a thought:

You were kidnapped in a raid
-> You grew to be a bandit (Bonus: better relationships with bandits?)
(Could have been captured later -> back to the good side (for how long, you decide)
or
-> You were sold as a slave (Bonus: increased hitpoints?, lots of beating)

E T C.
 
or... you mother and father were killed and you were take and made slave and done strenueous work all your ife and then set off on your own path (+++++++++strength and agility but nothing special for combat yet) was trying to set it up like kohnan but havent seen it in awhile (edit to make correct if you please)]

Thor :twisted:
 
Whole point is that you can be whatever the heck you wanna be. No classes please. Leave it as it is now. As stated above, the class choice is just background on what you WAS, not what you are going to BE.

Are such small details really so hard to miss?
 
Worbah said:
I'm against strict rules for equipment. It's the thing I hated most about Baldur's Gate and such. 'Priests can't use blades' 'why?' 'Because they're dumbasses.'

That was due to the oaths they took to be a Cleric, but anyways I hate equipment restrictions unless they have a reason, like strenth or something.
 
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