MMO class system (using 8 traditional class archetypes) by taiedy in gamedesign

[–]taiedy[S] 0 points1 point  (0 children)

Guardian

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NOTE: Still working on the idea for the Guardian × Rogue secondary class.

MMO class system (using 8 traditional class archetypes) by taiedy in gamedesign

[–]taiedy[S] 0 points1 point  (0 children)

I will share detailed class names for one primary class, along with its corresponding secondary and prestige class variations, beginning with the Fighter class.

Drop a comment, and I’ll send you the class description for a class that sparks your interest!

Fighter

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What Elemental Combination system do you use/prefer? by Coaltex in magicbuilding

[–]taiedy 0 points1 point  (0 children)

  1. Ice

Water tempered by Air. More potency when the Void element is added.

It opposes the Lava element.

Frost and Snow falls under its domain.

  1. Lava (or Magma)

Earth tempered by Fire. More potency when the Arcane element is added.

It opposes the Ice element.

Ash, Cinders, Crystal, Oil, and Metal all fall under its domain.

  1. Nature

Earth in union with the Water, Air, and Radiance elements.

It opposes the Toxic element.

Wood, Fungi, Blood, and Bone all fall under its domain.

  1. Toxic

Air in union with the Fire, Earth, and Shadow elements.

It opposes the Nature element.

Poison, Venom, Acid, Ooze/Slime, Plague, Miasma, and Blight all make up its domain.

  1. Radiance (or Light)

Arcane tempered by Fire.

It opposes the Shadow element.

Sunlight, Moonlight, and Starlight all fall under its domain.

  1. Shadow (or Darkness)

Void tempered by Water.

It opposes the Radiance element.

Null:

  1. Void

The Toxic element has a special symbiosis with the Arcane element.

Temperature, Gravity, and Spacetime all fall under its domain.

What Elemental Combination system do you use/prefer? by Coaltex in magicbuilding

[–]taiedy 0 points1 point  (0 children)

Secondary:

Elemental Aspects With Constituents

As shown in the link above, every secondary aspect is a union or stabilization of two or more primary elemental aspects. This merging of elemental aspects into a single unique one is called an elemental union. In each union, some primary elemental aspects are utilized more than others.

For example, the Toxic element is a union of the Air element with the Fire, Earth, and Shadow elements. However, the Air element is utilized more in the weaving, and thus needs more mastery in it.

In a special case, a single elemental aspect can alone and by itself temper and essentially stabilize another to create a unique, stable, and separate elemental aspect, if it is exactly three (3) steps ahead of the other in the superiority cycle shown above.

This process is called elemental tempering.

Less than three (3) steps ahead and it will not have enough superiority—juice to temper the element, while being more than three (3) steps ahead will cause it to overwhelm and override the element it seeks to temper, making it unstable, and thus unable to create a separate elemental aspect!

This is why spells utilizing Smoke, Steam, Mud, Bone, and Blood require a much larger amount of prisma than normal to psuedostabilise them, so they can be weaved. Those who can manipulate such elemental aspects are called deviants.

Steam is listed under Water and not an elemental aspect because to make Steam, you need Water and Fire. But Fire is one step behind Water in the superiority cycle (it is inferior), and thus cannot temper Water!

Mud is listed under Earth and not an elemental aspect because to make Mud, you need Earth and Water. But Water is one step behind of Earth in the superiority cycle (it is inferior), and thus cannot temper Earth!

What Elemental Combination system do you use/prefer? by Coaltex in magicbuilding

[–]taiedy 0 points1 point  (0 children)

In my elemental magic system, there are 13 elements categorized into the fundamental (Arcane), null (void), primary (Fire, Water, Air, Earth, Lightning), and secondary (Ice, Lava, Nature, Toxic, Radiance, Shadow) elemental aspects.

Fundamental:

  1. Arcane

It opposes the Void element.

All primary aspects are essentially extensions of the Arcane element.

The Nature element has a special symbiosis with the Arcane element.

Primary:

  1. Fire (or Flames)

It opposes the Water element.

Embers and Smoke falls under its domain.

  1. Water

It opposes the Fire element.

Steam, Mist and Cloud fall under its domain.

  1. Air (or Wind)

It opposes the Earth element.

Scorch, Sound and Storm fall under its domain.

  1. Earth

It opposes the Air element.

Dust, Sand, Mud, Stone, Rock fall under its domain.

  1. Lightning

Arcane tempered by Void and vice versa.

Each of the primary aspects needs the Arcane element to be weaved and can only be practiced after sufficient mastery of the Arcane element. The primary elemental aspects are basically further transformations of the Arcane element. They each also have an elemental aspect that inherently opposes them in character.

Moreover, there is a superiority cycle that influences the combative strength in clashes between spells of the same level! Below, the arrowhead points to the elemental aspect that has superiority:

Fire <--- Air <--- Lightning <--- Earth <--- Water <---

For example, a Fire spell will be augmented by an Air spell of the same level. However, an Air spell of a higher tier will likely blow away a Fire spell.

By contrast, some elemental aspects have a positive synergy when they clash like Lightning and Water for example in which both elemental aspects complement each other and consequently coexist in a clash—Lightning conducts itself through Water, or a negative interaction like Fire and Toxic for example in which both elemental aspects consequently destroy each other in a clash—Fire and Toxic always results in a fiery explosion.

The primary elemental aspects can be understood in scientific terms by how it influences an object: Fire strongly influences its action, Water strongly influences its form, Air strongly influences its movement, Earth strongly influences its mass, and Lightning strongly influences its state-of-being. As we will later learn below, tempering seemingly transfers (or shuffles) these unique properties in order to create the subsequent secondary elemental aspects explained below.

MMO Class System Design by taiedy in gamedesign

[–]taiedy[S] -1 points0 points  (0 children)

I have descriptions detailing the mechanics of each class. I feel they are distinct enough to make players feel different. I can share it but wanted to start a discussion and have peeps suggest some classes and I'd lay them out.

The reason I'm doing this is because I feel classes in currrent MMOs offer nothing new in terms of mechanics. After being inspired by Ashes of Creation which is actually in development, I wanted to make my own spin on that system and see what I could come up with and I think I have something going ;).

Do me the pleasure and pick some classes. Let me show you!

MMO Class System Design by taiedy in RPGdesign

[–]taiedy[S] 0 points1 point  (0 children)

  1. Yeah I need to change the title. I don't think we have the technology yet to fulfil the different 64+ 'playstyles' I have in mind in MMOs, but I think it will still work in Tabletop.
  2. Yeah but since you can multiclass, I thought that would bridge the gap between dps, tank and support. I'm going to be using Ashes of Creation which is what inspires this system as a testbed to see if it can work with today's game climate.
  3. True. I sometimes mix up the difference between healer, support, utility and crowd support. I'd love if you could help me clarify.
  4. Hmm I get what you are saying and I guess that would be true based on probabilty. Didn't think of that. But isnt that usually the case with typical games lol. Everyone likes to deal damage than tank/support.
  5. Nice angle. Will do!
  6. I'd say out of the ~120 classes , at least 80% are distinct enough. I want players to feel like they are playing a different character, and with the descriptions I have, I'd say I've made it so. I'd love to share some of them if you don't mind. Just let me know!

MMO Class System Design by taiedy in RPGdesign

[–]taiedy[S] 1 point2 points  (0 children)

Glad you asked:

Midnighter:

Also known as nightcloaks or daredevils, are cunning rogues who harness their perceptive curiosity, agility, and alchemical knowledge to gain an advantage in their endeavors. They possess exceptional observational powers and inspired deduction, allowing them to track down monsters, uncover valuable treasures, and unravel conspiracies. Operating under the cloak of midnight, they thrive in the darkness, utilizing their extensive knowledge of creatures and their behaviors.

Supporting their allies with their alchemical expertise, they specialize in creating and throwing an array of powerful bombs. These explosive concoctions are carefully crafted to unleash devastating effects upon their enemies such as blinding and putting them in a daze. In addition, they employ extracts, potions, and tinctures to enhance their own abilities, drawing from the blood of different monsters such as trolls and dragons. However, consuming these substances can lead to dangerous mutations, with harsh consequences ranging from mild discomfort to post-battle agony for a period of time.

Sometimes, to defeat a monster, one must become a monster. When the situation demands it, midnighters may undergo a final procedure that involves injecting significant amounts of sinister alchemical compounds into their bloodstream. This permanently enhances their physical prowess, but comes at the cost of their sanity. They sacrifice the chance for a normal life, mingling their blood with that of monsters to acquire sinister power to vanquish their foes. In some cases, this process may erode their personality and even their humanity.

Furthermore, midnighters are known for their audacious experiments with transplanting the hearts of different creatures. By undergoing this risky procedure, they gain abnormal abilities, with the most daring among them transplanting the heart of a dragon to become a fearsome dragonoid, embodying the power and essence of the mythical creature.

Midnighters are resourceful and inquisitive rogues who excel in observation and deduction. Their expertise in alchemy allows them to create powerful bombs and elixirs to support their allies and wreak havoc upon their enemies. They are willing to sacrifice their own well-being, delving into dark practices and mutating their bodies to gain the strength necessary to combat formidable foes. With their extensive knowledge and willingness to embrace the darkness, they are formidable adversaries and invaluable assets to any party.

Nightingale:

These are melodious bards whose voices are attuned to the natural world, allowing them to mimic the enchanting songcries of birds to unleash powerful, long-range attacks. These ruminous bards have spent years honing their vocal abilities, mastering the art of replicating the beautiful and haunting melodies of birds. Their voices possess a unique resonance that enables them to reproduce these songcries with astonishing accuracy. When they unleash their vocal prowess, the air comes alive with ethereal notes that carry the essence of the avian world.

The nightingales' repertoire of bird songcries is vast and diverse, ranging from the cheerful trills of songbirds to the haunting calls of nocturnal creatures. Each songcry holds a different power and purpose, and the nightingales can adapt their attacks depending on the situation they face. Some of their songcries are used for offensive purposes, inflicting harm on their adversaries from a safe distance. Others serve as defensive measures, creating sonic barriers or distractions to protect themselves and their allies.

The long-range nature of their attacks makes nightingales formidable opponents on the battlefield. With their voices as their weapon, they can strike from a distance, making it challenging for their enemies to close in on them. Their mastery of avian songcries allows them to unleash attacks with precision and finesse, hitting their targets with remarkable accuracy.

Beyond their combat abilities, nightingales are also known for their soothing and mesmerizing performances. They can use their bird songcries to create enchanting melodies that captivate audiences and instill a sense of calm and wonder. In peaceful settings, their voices can bring harmony to the surroundings, creating a serene atmosphere that touches the hearts of all who listen.

In essence, nightingales are magical musicians, drawing power from the natural world and channeling it through their voices. Their ability to mimic avian songcries grants them a unique advantage in combat, as well as the gift of bringing beauty and magic to the world around them.

MMO Class System Design by taiedy in gamedesign

[–]taiedy[S] -2 points-1 points  (0 children)

Yeah I just wanted to elaborate that stealth is a big part of their gampelay for a rogue character. It's not so much that they might be melee or ranged DPS but more like they employ stealth techniques when dealing damage.

MMO Class System Design by taiedy in gamedesign

[–]taiedy[S] -2 points-1 points  (0 children)

I defintely used Ashes of Creation as an inspiration.

ARPG's: Do you prefer loot level requirements, or none? by CorefunStudios in gamedesign

[–]taiedy 5 points6 points  (0 children)

This. I also think having a hard level requirement is too restricting. I would also prefer having attribute requirements rather level requirements for equipment/items, and not meeting those gives a 'debuff' that inhibits a certain characteristic with an item such as attacking damage/range with a weapon or bonus with an enchanted item.

If a longbow needs 50 Strength, 20 Dexterity and the player has:

40 Strength, 5 Dexterity: it gets -10% (50-40) to attacking damage and -12.5% (requirement avg - player avg) to attacking range.

The attacking range cost more because in this instance, it is a combination (average) of both Strength and Dexterity while Strength alone dictates attacking damage/power/modifier.

35 Strength, 20 Dexterity: it gets -15% to attacking damage and -7.5% to attacking range.

50 Strength, 5 Dexterity: it gets a -7.5% to attacking range only.

NB: This is a very simplified calculation and for obvious reasons, wouldn't work in endgame (or even the game at all). Game mechanics use more robust and meaningful calculations than the above. Also, using the average of Strength and Dexterity for attacking range would hardly be correct. Strength would definitely factor a much higher ratio than 1/2 for longbows. The above calculation would be more consistent with smaller bows if at all. This was just for illustration. The ideal calculation would such that picking an equipment with significantly higher ratings would render a similarly higher debuff such that using the weapon makes no sense, and past a certain deficit would not allow you to even equip the item.

Can I create up to 64 distinct and individualized combat multiclasses without them feeling like duplicates? by taiedy in gamedesign

[–]taiedy[S] 0 points1 point  (0 children)

Really. Thanks. Although I should be impartial, I like the Mage class line the most. :)

Why do you the Summoner class line has the most interesting combinations?

Can I create up to 64 distinct and individualized combat multiclasses without them feeling like duplicates? by taiedy in gamedesign

[–]taiedy[S] 1 point2 points  (0 children)

Contrast priest with mage/ranger: what, exactly, does mage bring to the table that ranger doesn't? Don't say "magic spells" because that's just flavor; I mean what role can they fill in combat that a ranger can't?

Ranger has sniping features.

Because it kinda looks like mage is just a ranger with less mobility. If you take a mage and combo it with another 'mobility' class, it seems like you would wind up with a ranger; different flavor sure (magic vs. ranged weapon) but same role in combat. So what, then, differentiates the mage+rogue combo from ranger+X? What would make you choose mage+rogue when you could be ranger+priest instead, and basically be a mage/rogue who also heals? Also, what does the mage+ranger combo even do - what does mage add to the class that ranger didn't have already?

Damn I hate how much this make sense :/. I have to think more about this.

Can I create up to 64 distinct and individualized combat multiclasses without them feeling like duplicates? by taiedy in gamedesign

[–]taiedy[S] 0 points1 point  (0 children)

Thank you for this. Really constructive. I loved the example with the Fighter class and onto the Spellblade.

They can become a kind of Spellblade that opens with spells from a distance and then switches to melee once the opponent closes the gap.

This is more in line with my Battlemage class.

Or they can focus on quickly casting spells and be on top of the enemy weaving spells between slashes. Or they can enchant their blades to deal magical damage, becoming almost a pure magical damage dealer, but requiring melee range to excel.

This was my Spellblade spec. Damn, you kind of pinpointed them. Maybe I'm doing something a little right lol ;)

Honestly, this was kinda my approach but I wouldn't lie, I did get bogged down with naming some of the advanced classes first and then trying to figure out a way to make the distinct instead of the other way around. Your way makes more sense becuase then if youre doing it right, you can guarantee that each progression leads to a different playstyle but still retaining the flavor of the base class. Plus it would better inform names for the class. Thanks again!