[...] a simple system for weapons, [...]
I'm really tempted to generate like, a fuckton of weapons, put them in a huge random roller, and hand out weapons Garapon-style.
The main place to get your weapons is the Lotto, which is a bank of 100 weapons of a certain type. Of these hundred:
Twenty of the possibilities suck. You don't want these weapons, they're just below average in every way.
Fifty-five of these possibilities are average. These weapons are okay, you can use them.
Twenty of the possibilities are good. You want these weapons- they're fancy, they're rare, and they do a good job.
Five of the possibilities are Jackpots, and they're something you're going to want to keep.
Weapons will also be given a durability score, which is generally higher for better weapons... but, repair costs also get higher proportionally. Jackpot weapons cannot be restored, as they are hand-crafted.
Specific weapon subtypes will be available in Coin Machines, which only have 25 possibilities. Crude and average weapons here might be the same ones you get from the Lotto, but the rare and uniques are exclusive.
Each Coin Machine may produce any one of:
4 Crude weapons, 15 Average weapons, 5 Rare weapons, and 1 Unique weapon.
Lastly is the only method of getting things for free- Lotto Balls. Each one is a sealed container that requires a key (which means they can't be opened mid-combat, mostly), and each type only holds one of ten weapons (8 commons and 2 rares, likely not exclusive.) Gold Lotto Balls are much rarer, do require a fee to open, but are guaranteed to generate a weapon of high value- 3/5 rare, 2/5 unique.
As for classes, I intend to basically reskin and reuse what's available in Dungeon Fighter Online, except giving an option to mix two classes at the cost of a subclass.
Each class can only pull from one main type of weapon- in return, they gain skills which relate to their class (usually passives, but not always so.)
Since this is a work in progress, I'm currently not even going to bother renaming classes and weapon subtypes they can use:
Slayers are your basic sword-using class. They have access to Greatswords, Bludgeons, Short Swords, Katanas, and Lightsabers.
Fighters are your basic beat-em-ups, using more fist than weapon. They use Gauntlets, Boxing Gloves, Claws, Knuckles, and Tonfas.
Gunners like to shoot at things, not always from a distance. Their arsenal consists of Hand Cannons, Muskets, Revolvers, Bowguns, and Auto Guns.
Mages would require the addition of an MP system if they didn't handwave it away with large pools of mana in the first place. To channel this mana, they use Spears, Poles, Staves, Rods, and Brooms.
Priests are a different take on smashing things, and achieve wins with not only strength, but holy buffs and such. They utilize Battle Axes, Totems, Crosses, Scythes, and Rosaries in combat.
Every class has the option to Subclass, or Specialize. While all Gunners may be able to enchant their bullets to do a little extra damage in general, the Spitfire can actively choose different elements to imbue their shots with, for instance.
Slayers can become
Blade Masters, gaining skills to increase the usefulness of their weapon and increase overall prowess,
Soul Benders capable of calling forth and sealing demonic powers in their blade,
Berserkers who forego the Blade Master's skills for increased brute force output, and
Asuras call forth innate magic power and channel it through their swords.
Fighters can choose between becoming a
Nen Master, calling forth an energy more natural than mana to perform amazing feats, a well-honed
Striker with lightning-fast fists that strike with demolishing power, a
Brawler capable of pulling all kinds of dirty tricks to win a fight, or a
Grappler who can disarm and disable opponents without weapons and obliterate them with.
Gunners have the option of becoming a
Ranger, going from a class best at range to one that can perform at a distance or up-close, a
Mechanic capable of using drones to do his dirty work, a
Spitfire with just the right bullet for every occasion, or a
Launcher who can call down fury untold with their oversized weapons.
Mages can choose between becoming an
Elementalist with a wide array of spells to choose from, a
Summoner able to call familiars to fight by their side, a
Battle Mage toughened up and ready for direct combat augmented with up-close-and-personal spells, or a broom-riding
Witch able to cast odd magics unavailable to those without a direct knowledge of magic.
Priests can become
Crusaders, focusing on the larger and deadlier weapons in their arsenal to provide the damage while their holy powers handle buffs and protection, a
Monk who can forego weapons even in the face of demons, an
Exorcist who hones their holy powers into a weapon to clear away any darkness, or an
Avenger who steals the evil powers they are now sworn to fight, turning evil to good in many ways.
Advancing from a basic class does not restrict weapon choice, however, certain skills become stronger or gain additional effects when certain weapon subtypes are used. A Ranger using hand cannons would find it hard to use the same speedy, flashy manuvers as he would be able to pull off with a Revolver, but his damage output would skyrocket as a result.
Subclassing is an odd but useful system allowing a character to pull from two base classes. They may choose either Balanced, Unbalanced, or Side-Class, to determine how skills and weapons are picked.
Balanced subclasses pick three weapon subtypes from each of their base classes, and can learn one skill from each class's Advanced options. For the most part, they will have to rely on basic skills and their choice in weapons to survive.
Unbalanced subclasses choose four weapon subtypes and two Advanced skills from a single class (and a single Advancement), and two weapon subtypes from another class (Basic skills from either class can be learned).
Side-Classing does involve two classes, rather, it limits the options of one and introduces skills that could not be otherwise learned by any class. By restricting a base class's weapon options to just two weapon subtypes, they may Side-Class. Side-Classing does NOT prevent Advancement.
I haven't quite decided on what exactly I'll do with Side-Classing's choices yet, but in general, their skills are some degree of useful and/or meta. One may allow skills specifically mentioning one weapon subtype to choose a different subtype, among other such effects. Another may reduce all costs and increase gold obtained at any time, depending on how this is run...
I think I'd never actually run it, but building the engine up would be fun. Maybe I'd be able to do a Lite version, without so many complexities...
EDIT:
Huh, looking at that skill system actually gives me an idea, I could change "can't use weapon" to either 0 or negative proficiency. That would give each class 0.1 in all but one, which gets 0.4, player choice... and Advancing pushes that higher, maybe? I'll need to toy around with it.