The issue I have with most RPGs is the tendency of them to push you down a single route or become severely outclassed. So i was thinking about how to avoid it. This is what I have so far:
The game has 4 'elements':
earth - representing defence - the tank/guardian archtype
fire - representing offence
water - representing the thief archtype
air - representing the support archtype.
At character creation, a Primary, Secondary, and Tertiary element is chosen.
In skill checks for the primary they recieve 4d6
secondary, 3d6
and tertiary and other = 2d6
Each element has an assosciated skill tree, as does any combination of 2 elements
the core elements have 3 tiers to their skill trees.
the combination trees have only 2 tiers, but are more specific - (eg. earth + fire may give a 'berserker' like tree)
As a character gains levels, they gain points to put into any trees they gain access to. As they gain tiers, each of which would be a set number of levels probably, they gain access to new trees in the pattern below (P=primary etc..... 1 = tier 1 of tree.......):
P1
-----
P2, S1, PS1
-----
P3, S2, T1, PS2, PT1, ST1
first tier represents 'average human'
second tier 'hero'
and third tier 'legend'
Skills in the trees themselves would depend on how the game was realised:
i'm not sure whether there should be set skills, some assosciated with skill trees, some 'misc' and unassosciated, or whether they should be able to attempt anything and simply receive bonuses from the trees (in which case the trees would contain passive skills/stances which give extra bonuses at the trade off of penalties.)
equipment would grant bonuses dependent on situation, and may have an assosciated element for further bonuses - eg. a tower shield may have the 'earth' element and grant some form of bonus depending on earth ability.
But anyway, do you think this has potential, or should I just drop this now? Any feedback/ideas/abilities for the tree is welcome