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[Role Playing Game] Another way to selecting a class?

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Level 6
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Dec 6, 2009
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Hello! I want a new way for the players to select their class. In most RPGs you come into the game, select Priest, Mage, Warrior and then thats it, there are mostly no reason for why you got these powers( no lore included).

Really Short About my map: In my map everyone starts out as villagers and they got nothing, their boat has crashed on an island and now they need to find a place to stay so they can gather materials to build a new boat.
They find a man in a forest that they help, the man then show them his village and introduces them to the cheif of the village.

This is when I want the players to chose their class, and I'm thinking about doing it with some kind of item, either an amulet that give them different powers depending on which amulet they chose.

Maby if they find another amulet they will gain different powers or something, but then how will I make spells interesting?

So what I want is another way of gaining a class than just picking it at the start. Write all your ideas I'm open to all suggestions on how you would like to chose a class as a villager! :grin:
 
Level 21
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Aug 13, 2011
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Let them become a class based on their weapon of choice. Maybe all weapons can be available shortly after the game starts, and the chosen weapon unlocks abilities for the player. So an axe-wielder can learn barbaric skills, a staff wieldier can learn healing/holy powers, and a tome-wielder can learn elemental or kinetic spells.

And to make abilities interesting, you can have them buy whatever abilities they want from a pool of abilities (at different NPCs for different weapon classes) which may have certain level requirements. Each time the hero levels up, they gain ability points to be used toward purching new abilities (use lumber for this?). Stronger abilities/ultimates can cost more points to be purchased. Buying the same ability again can increase its current level.
 
Level 30
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Nov 29, 2012
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You can try making an NPC for each class (e.g: Warrior NPC, Mage NPC, Thief NPC and such). Once you come near to them, you will be asked if you want to became this class. Once you've accepted it or answered yes, they will give you quest (or test of some sort) in relations with your class. What do I mean with in relation with your class? For example, you accepted to be a Warrior, you will be given a quest to fight a strong boss on a specific place. You accepted to be a Mage, you will be given a quest to solve magical puzzles and such. You accepted to be a Thief, you will be given a quest to assassinate a person on a really guarded place. The place is guarded with many enemies which are strong and undefeatable so the way is to avoid them until you reach the person that needs to be assassinated.

Credits to the map, Gaias' Retaliation for the idea. This is how class picking/changing works on that game and you might be interested to have this whole concept as well but of course different from the exact idea of quests and contents from the original game
 
Level 6
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Dec 6, 2009
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Thank you both for your awesome ideas! I will consider them both, maby I will make a mixture of them both!
While we're at it, is there a ''smooth'' way of getting spells in the lategame? Should I add different NPC that sell higher level spells or sould I make it so you can craft spells? I'm thinking if you find a fire orb and take it to a Mage NPC he will teach you how to do a fireball.
I have also been thinking about making it so you gain intelligence or some stat everytime you use one of your spells and when you reach lets say 100 int you will be skilled enough to learn how to use a new more advanced spell. That is like Tickles idea of making it so you buy spells with wood.
What do you guys think? :) Btw +rep to you both
 
Level 21
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Enemies can drop skill books which are required to learn an ability. Harder enemies can have higher drop chances or drop books for more powerful abilities. Bosses could drop books for ultimate or higher level spells. And with each class/hero type requiring different skill books, it would promote teamwork and sharing instead of loot ninjas.

Then you could pair the skill book idea with stat requirements, leveling points or the orb idea. I just don't think stats should be gained by skill usage unless you can find a way to limit it so they can't spam the skill just to farm stats. Maybe you could stick to giving them a stat point or two each level up, and then have learned abilities require both certain stats and a skill book.
 
Level 29
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Apr 6, 2010
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Suggestions for other class starting quests:

Ranger: Cull the local wolf packs which are growing too numerous.

Priest: Help the current priest deal with a zombie uprising in the graveyard.

Paladin: Escort a villager through a monster-infested forest.

Berserker: Kill a target within a time limit with nothing equipped.

Bard (or other non-healer support class): Two teams of villagers are brawling down at the tavern again, help your team to win.


As for the endgame spells, maybe you could have items that let you choose how to improve the spell (for example improving the fireball so it does double damage or stun or attacks multiple targets).
 
Level 6
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Dec 6, 2009
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I really like the idea of bosses/ special units dropping script. I think I will use that for spells so that you can start by buying some scripts and then for the late game you have to find/ kill to get better/ more awesome spells.
For the starting quests and classes I will have to find some quest that will fit into my lore because I want my rpg to be based on lore insted of just go and kill this wolf for no reason.
 
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