Hello guys, back again. This time with a more mechanics related question. It's regarding the use of classes and I would like to have your opinions about them.
I'm a person which likes to have options when it comes to character job progression, some probably share the same opinion. It gives you the ability to mold your character as you see fit without limitations. In a fantasy rtd, If I want to use bows, magic and axes. I get to use all three of them and if I want to expand beyond that, I can choose to do so. So having classes in that regard, would limit my options. While giving options is a good thing, it also increases the complexity drastically and decreases the uniqueness that I can put into it by introducing uniquenesses to some classes.
But from what I noticed, is that people like to optimize or streamline their characters to a specific branch of game play anyway. Ranged weapons users tend to stick to using ranged weapons, though they sometimes make use of a sidearm or magic to fix some of their shortcomings. Melee stick to melee and so on. So by giving classes, it allows me to limit the complexity of character progression while at the same time allowing me to create passive skills, or unique skills to differentiate the classes and define clear strengths and weaknesses.
However this dangerously plays into a mmo concept of DPS,Tank, support. Where a party of players would try to balance out their group instead of focusing on creating their fun and unique character or risking in gimping their group.
I figured I could use either of these systems, if I'd go for classes.
Linear job progressionYour classical mmo progression. Squire -> Knight -> Protector. Clearcut and simple, provides very defined roles with little surprises. Some like this for it's simplicity allowing you to focus on other things and other detest it exactly for this simplicity.
Branching Job progressionA less common system for mmo's, but it introduces variety in mixed classes. Often these classes sacrifice the specialization for variety, so a pure class would be stronger in a specific thing as opposed to having more options. For example a squire progression with dark & holy mixed in.
Base class | | 1st progression | | 2nd progression | | 3rd progression | |
| | Paladin -> | Hero |
Squire -> | Knight -> | Protector -> | Guardian |
| | Black Knight -> | Overlord |
Specialization progressionSame as previously a lesser common system, but this one introduces again more variety. You basically choose an X amount of specializations (In my case I would go for 3, with the chance to earn a 4rth.) and depending on your combination you'd get an class name assigned to yourself.
So
Nature + Ranger + Healing, would grant you a druid class.
Nature + Ranged + Melee would give you the ranger.
Elemental + Melee + Acrobatics would give you a spelldancer class. You get the idea.
The major difference is that there is strictly no stronger progression. There is no pure build. Every combination leads to a unique class which it's ups and downs.
On another note, if classes are present, what do you guys think about race unique classes. Classes which can only be chosen by a certain race and no other. Do you guys think that these are totally unnecessary or warranted if there are some unique characteristics like racial physiology or cultural traits which enable the race to have this class? Or should there be an alternative accessible for all races albeit weaker compared the unique class?
So what are your opinions on these? And which ones do you like to see, when looking for an rtd?