You have many good points, Cajoes.
I am one of the two writers for the Coweds' Players Corner, Here is what I wrote...
Peasants are the most played class in Cowed and Cow RP bar-none.
Now, instead of describing more in this way, I will get straight to the gnitty-gritty aspects of each and every class!
The Selection:
Laborer
The laborer is 'the jack of all trades'. In a sense, this character portrays the average peasant to the knife point.
But, (Always a but), its usage is sheerly for role-play reasons. The laborer has been the only(Needs Citation) class to be removed.
Since this character has no real use, IE: Fishing, Gathering Supplies, Wooden Armor/Arms making, etc., no one uses it.
Truly, I have NEVER seen anyone use this class. Since the days in Cow RP when there was ONLY this type of peasant.
Class Acceptance: Very Low
Fisherman
The fisherman is one of the few classes that are ultra-simple to RP as, along with the more complex Roleplays.
Whether it be solo fishing, or taking advantage of a market, fishermen are a solid character to roleplay with.
Easy for the new characters to use, as they are simple in what they do.
This class is a very important class, as it has value in the fishing pole, and fish.
This class is seen in action by many players, good and bad. You can't frown at a good days fishing trip.
Class Acceptance: High
Tailor(Or Tayler as said by a player)
Tailor is a one-use stop, most players simply use the class to get wool and make their one toga.
Very little use other than tailoring, as the clothing is semi-useless besides the cosmetics.
Others use this class for marketing, sometimes.
But then others use it for shops and such, this class takes simple role-play to do. Used as either a solo class or a marketeer.
It has its pros and cons, but it isn't seen in action much.
Class Acceptance: Average
Gatherer
This class is somewhat versatile, used for gathering supplies.
Usually seen for players that choose the lives of a Sailor, Store Owner, Pirate, and many others.
This is an excellent class for supplies, and the only one you wont get ganked over for your <insert Holy Book/Necro Book/Clothes, ETC>!
Always related to building, this class is excellent for constructing large buildings, accepted by all and seen in use heavily.
Class Acceptance: High
Wood Workers
Wood Workers are similar to that of the Tailor, except their uses are expanded in a whole different role play area.
War.
This makes the Wood Worker excellent for making armories, militias and anything war. Not really known for grief, mainly because the armor isn't over powered, same with the weapons.
Class Acceptance: Above Average
Hunters
They're semi-useless, their clothes are the only use for them. ANY class can be a hunter, now. Mainly because...
* They lack traps
* Their spears are crap, they aren't made for hunting, they're just spears.
* They have some cool clothes.
Class Acceptance: Low
Farmers
They're also useless, as they have no use except for their clothes.
* They lack any skills but their clothing.
* They don't make food anything better than before.
* They have some epic clothing.
Despite this, the class is very popular, personally I'd rate it low...but this is the PLAYERS corner, not the PLAYER corner.
Class Acceptance: High
Now then, how to fix the crappy ones, and even advance the good ones?
- Laborers should be removed completely, unless they are given an advantage to being that class.
- Hunters need to be slightly faster, and their skills with the Spear be unmatched(On animals, only +1 STR on Players)
- Planting system could be changed, in-turn making the Farmers use excellent.
- Wood Workers could build more than war-gear, perhaps trinkets, clocks, etc.
- Miners and Lumberjacks could replace the Laborer and the Gatherer, forcing a one-way roleplay.
- Tailors could have more of a use, perhaps in making flags, sheets, etc.
What MUST be done if none of the above* are added?
- Remove the Laborer.
- Remove the Hunter.
- Remove the Farmer.
These classes have little use in the ways except of their clothing and role-play purpose.
If you are to role-play an axe murderer, shouldn't you have an Axe? Or Murder?
I'd suggest, instead, a four group system:-
Craftscow - Combination of the tailor and woodworker. Not capable of gathering his own materials, due to having atrophied limbs or some crap like that. Or gathers them at half speed. Can produce "high quality" goods, instead of normal ones. Everyone can produce normal quality goods.
Gathercow - Gathers wool, wood, stone etc twice as fast as everyone else, or is the only capable one.
Food-Gathercow (needs a name) - Gathers food / berries, produces high quality farmed food, has decent fishing and hunts animals or whatever.
Buildercow - Whatever they build takes half the materials or can make reinforced / more building types.
Players can specialise themselves, if they want to.
Now something like this to me myself would simplify Cowed very much, making the weakness/strong points of each player STRONGER and WEAKER considerably.
This could be taken into heavy consideration!
And at the same time, they could expand the classes from 5(I believe) to many more!
But the above suggestion is very smart, because you literally DO have to choose your fate.
But at the same time, there could be a more versatile system...maybe something like...
Carpenters - Very good with wood, they know exactly how to chop it(Upping their chance to get more wood per chop), how to work it into excellent wooden armors, weapons, walls, etcetera. (They also can make wooden necklaces with wool thread.)
Masons - The most efficient with the pickaxe, they can mine more than the other classes, are very good with making fortified walls. Can make crude, yet efficient stone armors, and stone bludgeons.
Miners - These men of dirt are almost ungodly in their speed with mining, they get more than the average miner per hit, and their speed is ATLEAST doubled with each hit. This is excellent for building, except their usage of stone is nothing more than the average peasant.
Lumberjacks - The men of the forest! Their work with the axe has made them get into a speedy rhythm. Their work is unmatched, they chop quality logs and quickly. Yet they do only that. They're not very skilled in any other traits.
Farmers - These classes yield unmatched crops, their work in the fields are excellent! They are the only class to make produce delicious and healthy. They can till the ground in what seems to be an instant. They're excellent with animals also.
Chefs - This class can cook food and make it more delicious far beyond the average peasant, they make food tastier and much more satisfying (Adds hunger lvl).
Adding these classes would most-likely generate a different type of income. Meaning Lumberjacks and Miners could sell their excellent stone/wood to Lumber/Miners and make a profit!
This, or the other suggestion could change gameplay for the better.
Now many of you dislike the Cowed system, which is right, there are a few flaws.
But this was made for the players, by a fellow player. Which was made with their thoughts.