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Title: Class Discussion and Development


Heart of Thorns - July 7, 2008 05:46 AM (GMT)
Okay, so the proposal of adding Character Classes has gone over fairly well, so now we will be discussing what kinds of classes we will have and how they should work, etc.

A (somewhat) quick overview as to the basics:

A "Class" will be something decided upon character creation, or for characters already created as soon as this is fully developed and approved. It will determine what sorts of special roles a character will be able to fill. Each class will have a bit different way of filling their available roles, meaning that two Pokemon could have different classes, but fill the same role; in addition, though they may fill the same role, one may be suited for a specific kind of situation than the other and vice versa. Each class will be capable of at least two roles due to different specializations within each class.
(Note: Classes will not change, as with specializations there is little need. However, this does not mean that I wouldn't consider occasionally offering the option to change one character's class as a Promo. It would probably be rare, but I'd probably offer it at least once or twice, probably more if it was popular when offered.)

A "Role" is the job which a Pokemon can best do, or the part it will play in a group. Roles typically include Healers, Tanks, Melee Damage, and Special Damage.

---Healers will gradually learn techniques which allow them to heal themselves or others. While a knowledge of herbs will still be needed for the curing of most diseases, and a few herbs will still HELP to speed up the healing process of wounds, Healers will be able to quickly heal wounds, as well as help with some symptoms of diseases. As they practice more, they will be able to heal wounds of increasing severity. So for example, beginning healers may only be able to heal small scratches or scrapes, while an extremely experienced one can heal otherwise fatal wounds.

---Tanks have excessively high defense, and as such can take unreal amounts of damage. This can be beneficial while alone for obvious reasons, as one wouldn't need worry too much of attackers. In a group, Tanks are expected to taunt foes into focusing their attacks upon the tanks, sparing damage from those incapable of taking such attacks for long.

---Damage roles are obviously those capable of attacking the hardest. Melee refers to those with powerful PHYSICAL attacks, like Slash, Body Slam, or Thunder Fang. Special, of course, refers to those with strong SPECIAL attacks, like Flamethrower, Psychic, or Ominous Wind.

In addition, we COULD add a Role which specialized in statistical damage, be it lowering stats, like ATK or SPD, giving conditions, like Paralysis or Sleep, and raising its own and teammates stats or curing conditions. For example. were we to give a few classes the ability to tap into this role, their Howl would raise their own as well as their allies' Attacks. Their Refresh would cure both their own and their allies' conditions.

Now as to how this would work. Each class would have three "Specializations", or "Specs" for short. For example, one class may be able to choose to specialize as a Healer or Special Damage, while another may be able to specialize as a Tank or Melee Damage. While CLASS would not change for the duration of a character's life, SPECS can change an unlimited number of times. In addition, specs can be mixed and matched. While not allowing the fullest benefit from either, this can be beneficial. For example, our earlier example of a Tank or Melee Damage class could specialize in bits of both, to give and take stronger than average blows, though it would not be the very best at either. Also, classes capable of a role would usually still have some skill at it even WITHOUT their spec, even if only a small amount. For example, any class capable of Tanking would have slightly higher defense than others of its species. Likewise, any class capable of healing would be able to do very minor healing (like cuts and scrapes) without being Healer-spec'd.

Note: It would be possible to have specs which covered TWO roles. For example a decent healing + stat-altering spec, or a high Melee + semi-high Special Damage spec. This would probably be one spec per class, and not necessarily implemented into every class. (In thinking of this, a strong tank + decent healing or vice versa would be a bit much, so try not to stack those two into a single spec.)

Most have probably caught on to the fact that I said three Specs per class, but gave two roles for my examples. A class like this would simply have more options as to HOW to perform a specific role. For example, a class with two Melee Damage specs might have one which makes its attacks take longer, but hit harder, and one that doesn't power it up so much as make it able to hit more, doing more overall damage. This can also go back to the dual-role specs mentioned above. For example, one class could have a spec for Special Damage, a spec for Great Healing, and a spec for Decent Healing/Stats.

--------------------------

Possibilities as to more details the system would be, in addition to alteration of stats (tanks having more Defense & SpDefense, etc), we COULD add:

----"Techniques": These would be attacks, or possibly even 'spells', that the Pokemon could perform. In doing this, we could either add regular Pokemon moves for the 'mon to learn, whether their species would normally be able to or not. For example, tanks could learn Taunt or Iron Defense; healers could learn Softboiled or Milk Drink or Heal Bell; Damage classes could learn any 'pseudo-moves' they could normally learn at full power. A move learned as a Technique would NOT count against the normal moveset.

OR we could actually create NEW "moves", so to speak. This would provide a way of keeping track of healers' abilities, as well as make it more plausible for them to act as a sort of living Potion and restore HP during battle, even at a distance.

----"Talents": This keeps track of how deep into a specialization a character has gone. With more practice (and eventually more Levels, once the system is fully incorporated enough to make it level-based), and possibly even promos on rare occasion, characters would gain "Talent Points", which could then be spent to gain a specific aspect of their Specialization. With the use of both Talents AND Techniques, we could implement level-based, class-specific Techniques, as well as Spec-specific Techniques. This also helps to organize the ability for a class to perform some spec-related tasks without having the Spec. For example, if Class3 (to avoid names which may confuse people) was capable of specializing as a Healer or Special Damage, it may have a class-specific Technique called "Minor Healing" learned at Lv__. However, it may also be able to specialize in healing to get a Technique called "Healing" with at least __ Talent Points put toward their healer spec.

'^^; Does that make enough sense?




NOW FOR YOU!!

What is the purpose of this topic, past the explanations of the basics above?

Decide and Discuss:

-- Are Techniques a good idea, or too complicated? What about Talents?

-- Once some more development is put into individual Class details, what Techniques/TalentTechniques should various classes have, if we use them?

-- Should we have the stat/condition-based role? If so, what should we call it? Personally, I like "Trickster", but there's bound to be better, so suggest away. ^^

-- Discuss possible Classes. This will include Class name, base stat changes (higher defense, lower speed, or the like), and what roles they will be capable of performing.

-- Are there any random details of the basics discussed above you would like to see altered or expanded on?

-- Anything else related to this idea! xD

mgunh1 - July 7, 2008 11:51 AM (GMT)
So far this sounds very good. I like how you've made the classing system complex but not complicated, if that makes any sense ><

Techniques and Talents sound great; it gives a purpose to the classes, besides healer, as more than just stat effects.

Name for stat effector class: Harlequin. Learns lots of stat changing Techniques and has a rather good speed bonus (but not as good as a Scouts, if we use scouts. Otherwise, they would be the fastest), but not-so good at attack/sp attack and defence/sp defence as the other groups.

Ok, so, that is my two cents spent for now.

Heart of Thorns - July 7, 2008 12:35 PM (GMT)
O__o

QUOTE
har·le·quin  /ˈhɑrləkwɪn, -kɪn/ [hahr-luh-kwin, -kin]
–noun
1. (often initial capital letter) a comic character in commedia dell'arte and the harlequinade, usually masked, dressed in multicolored, diamond-patterned tights, and carrying a wooden sword or magic wand. 
2. a buffoon. 
3. any of various small snakes having bright diamond-pattern scales. 
–adjective 4. fancifully varied in color, decoration, etc.: harlequin pants. 
5. resembling a harlequin's mask: harlequin glasses.


'xD Yes, I had to look it up... ROFL. I had heard the word before, don't get me wrong, just couldn't remember... Anyways, I think "brightly colored clown" is a bit over-the-top. O_o

As for suggestions, oh yes. ^^ Any stat-role Spec would result in MUCH higher speed, though probably some other at least decent stat or two, too, as lowering ALL the others just wouldn't be fair. *nodnod* Whether that should be decent defenses with lower attacks or vice versa, or decent melee (atk & def) with low special or vice versa is up to you guys. Maybe even be really weird and say something like "decent ATK and SPDEF" or something... 'xD Idk, lol.

x3 At any rate, I'm pretty sure I know what Nick is going to be spec'd as. xD *shot for thinking too far ahead* LOL.

Hm... Not trying to push the title, as- like I said- I'm not really THAT fond of it and am hoping you guys can come up with better, but as it is a pretty decent description: "Trickster: A mischievous or roguish figure in myth or folklore, often an animal, who typically makes up for physical weakness with cunning and subversive humor."

So either decent SpAtk/SpDef or decent Def/SpDef would probably be the best generalization. Really though individual classes would play a role too, so we can probably really just give a high and low for each role and let the rest be filled in by class. Or really even just a high.. >< Meh, lol.




On the note of class role specs, I won't give names or specifics, but while I'm bored I guess I could go ahead and throw together a few possible cominations.


Class1
Melee ; Stats ; Melee/Stats (really even balance)

Class2
Melee ; Tank ; Healer

Class3
Special/Minor Healer ; Tank ; Healer

Class4
Melee ; Special/Some Melee ; Healer

Class5
Stats/Healer (balanced-ish) ; Healer ; Special

Class6
Melee (hard) ; Melee (fast) ; Tank

Class7
Special (hard) ; Special (fast) ; Stats/Some Special

-------

... << ... >> ... What? No that doesn't sound like Rogue/Pally/Dru/Shammy/Priesty/Warrior/Mage.. >< WHAT GAVE YOU THAT IDEA?!

Bliz: .... ¬ ¬ You screaming it?

<< ... SSHH!! Lol. Meh, so it's a bit of inspiration.. 'xD I did change it up a bit.. xP And I didn't use ALL their classes.. :3 And other than spec options having minor similarities ours would be MUCH different when finished! ^^

Bliz: ... Right..

xD WHEE! *shot* So yeah, lol. Feel free to expand on that list, btw. :3

Floramei - July 7, 2008 05:55 PM (GMT)
I think it's a cool idea mehself. :D The fact that I'm just about addicted to WoW now that I've got meh own account an stuff had nothing to do with it, I swear!

First of all, though I do like that you didn't use all of the classes, I do have some things to say about the 2 classes that I happen to notice missing... I love Hunters, mostly for the fact that they have magic and do use it, but are mostly a physical class. Of course, the Pets would not be doable in an animalian based RP. xP Second of all, I think something like the Lock's demons might be interesting. I'd recommend for that to be included into another class, previously existing or ED-crafted as a high level or Talent Point option, but I think it would be fun to deal with. :D

Perhaps the stat trickster thing's name could have something to do with faeries? Not as in Tinkerbell, as in Oberon, Titania and especially Robin Goodfellow, who was A puck, not called Puck. xP They're very mischievious, and use 'magic,' which is easily translatable into Special Techniques. :D

And yes, I like the idea of both Techniques and Talents. And, also stealing from WoW... >.> <.< >.> It's already planned that there are going to be some elderly Pokémon who are going to teach Move Tutors, right? Perhaps they could teach some Techniques, too. For a price/ task that = WoW quest. xP

Sorry for having WoW too much on the brain. :sweat:

And lastly, I think young 'mons shouldn't start out with a class at all. It would be cool to have it decided in RP, or perhaps never decided upon at all-- just, you now, leaving Talent Points to rot, perhaps gaining abilities that lie latent and unnoticed. Not strategically a good idea, but realistic for those who never seem to grow up *cough Helio cough*

Clever Cat - July 7, 2008 07:38 PM (GMT)
-- Are Techniques a good idea, or too complicated? What about Talents?

Yes.

-- Once some more development is put into individual Class details, what Techniques/TalentTechniques should various classes have, if we use them?

You've pretty much got the idea there. I can't really think of anything else for the moment. But just to list some stuff, Heal Bell Aromatherapy Healing Wish Milk-thingy

Inflicter-thingies would like to have assurance, wake-up slap, and dream eater.

-- Should we have the stat/condition-based role? If so, what should we call it? Personally, I like "Trickster", but there's bound to be better, so suggest away. ^^

Yes. It's hard to think of a name, though. So far, I've got inflicter or comrade (this is actually a manga referance, lol).

-- Discuss possible Classes. This will include Class name, base stat changes (higher defense, lower speed, or the like), and what roles they will be capable of performing.

I think what you've got is good. You've got long-range, short-range, tanks, healers, and antihealers/tricksters/inflicters/harlequins/unhealers/comrades/bananas.
I'm not saying that I don't want any changes, I just don't think ther's anything else.

-- Are there any random details of the basics discussed above you would like to see altered or expanded on?

Idk. I wish there were shapeshifters, but I don't see a way to incorporate them at all.

On another note- That's Angel, isn't it? As your avatar? ^_^

Heart of Thorns - July 9, 2008 09:57 AM (GMT)
O_o Where do you know Angel from?

=D I DO like "Inflicters" as a role name.

LOL! I don't want to start making lengthy distracting quests or incorporating money into the system. However, class trainers might be interesting. Often people wander aimlessly looking for something to do with their characters, so just someone to go visit occasionally to learn stuff might be good. Thoughts from others?

Meh, but then if class is optional why would some people bother with it at all? >< I think just having the Druid/Pally rip-offs should be good enough, as they cover the three main roles (tank healer and damage), and a simple glance at potential movesets and species stats should be enough to decide between melee and special. Obviously if it has 100 base Attack and learns 90% physical moves, Melee is the way to go, and vice-versa.

Now, perhaps REALLY young 'mon might be born without them, and then at a certain age (say, six months perhaps? Give or take a tad?) have to decide what they want to do. After all, a newborn isn't going to be doing anything but eat and sleep for a while anyway, so yar. What that would do is for kits born in-RP, the Players would have time to RP their early development and figure out exactly what sort of character the kit will be before having to set a class. After all, while a lot of people do have a general idea of what they want their kits to grow up to be like, circumstances will almost always cause highquality RPers to react accordingly. For example, if a kitten was for whatever reason often attacked by canines, she would almost undoubtedly develop either a terrible fear or loathing vengeful hatred of them, which the player obviously did not plan at birth. So yeah.. xP

---

I really DO want at least one, maybe even two or three, non-WoW-RipOff class ideas... Let's see... Stats don't seem much used, so let's throw a few together and see if any work..

Stats ; Melee/Stats ; Tank/Stats

Stats; Melee ; Special/Stats

Melee ; Melee/Some Heals ; Stats

Any of those sound okay or no? '^^; Just randomness, lol.

Floramei - July 16, 2008 04:24 AM (GMT)
Well, I've been talking with my dad for a bit now (about 10 min. lol) about war tactics, because he's more than a bit of a history buff-- especially tactics and whatnot. So some non-WoW ideas, comin' up!

Something that may and may not be usable would be someone who would dig underground and place traps and the sort for the other side, such as placing a Leech Seed where the other side is known to be, etc. I suppose this could be like the Scout class a bit, but... it's just something to think about.

Secondly, sort of a ninja thing-- LOL, I know, ninja. xP I don't mean pop culture ninja, though, I mean the ninja who went into enemy lines, undetected, and poisoned the General without getting caught. A guy who's pretty terrible at fighting of any sort. So, say low ATK, SP ATK, DEF, SP DEF, high agility, and unnaturally high evasion? These types wouldn't go into battle a lot-- the less, the better for these guys-- but still would be invaluable. But then, these could also be Scouts I s'pose. *headdesk*

Another non-battler sort might be a Diplomat of some sort. That might be more of a job than a class, though. ?.? I don't have any more details for that one.

Last, but not least, there might be a General of some sort. Essentially just the strategist and the one that points at who to attack, but we may think of more.

OK, I know these are all pretty sucky ideas, but maybe they'll get other people to think of cooler stuff. :D

Oh, and 2 more things. First, I also like the name "Inflictors;" Secondly, I have another name, same theme as I had before: Pucks, little fae of the forest who are mischievous.

Clever Cat - July 16, 2008 09:24 PM (GMT)
QUOTE (Heart of Thorns @ Jul 9 2008, 01:57 AM)
O_o Where do you know Angel from?

=D I DO like "Inflicters" as a role name.

Lol, I was actually a member on SI (under another name), and closely followed the stories of many of the more interesting characters. Ironically, though I was on alot, I wasn't very active.

And YAY! You like it. :D

Those classes also sound interesting, but I'm worried they'll be too weak due to doing too many things at once.

As for your ideas, Floramei, they're interesting, but seem really hard to use.

Nami The Werefox - July 20, 2008 05:09 AM (GMT)
>.<; This is making meh head hurt...<< Why, 'cause I know zip about WoW. But what I DO know is Final Fantasy.

-- Are Techniques a good idea, or too complicated? What about Talents?

They all sound good, as well as the Talents

-- Once some more development is put into individual Class details, what Techniques/TalentTechniques should various classes have, if we use them?

Hm, I don't think you should ask me..I don't have any good ideas..

-- Should we have the stat/condition-based role? If so, what should we call it? Personally, I like "Trickster", but there's bound to be better, so suggest away. ^^

Er, condition? If your talking like SLEEP or POISON, then the healers should have somthing where they can't heal other and/or self due to an attack.

-- Discuss possible Classes. This will include Class name, base stat changes (higher defense, lower speed, or the like), and what roles they will be capable of performing.

Hm, perhaps differant Mages? Like in FF, there's a Red Mage (One who has good attacks and special attacks) Black Mages (Better Special, can't heal, low defense) and White Mages (Great healing, semi good HP, good Special, really low defense). Then there could be the possiblity of Blue Mages (Good all-around). But this is my idea, and is worth nothing. ^^

-- Are there any random details of the basics discussed above you would like to see altered or expanded on?

Any special iteams? Staffs, daggers, anything. Again, worthless idea. ^^;

-- Anything else related to this idea!

I think I covered my random thoughts..

((Yes, I put my thoughts in blue, for not only me, but all else to perhaps avoid a headach..))

mgunh1 - July 23, 2008 08:41 AM (GMT)
Class suggestion, 'cause two of my characters have it in their histories. ^^

Ninja

An ancient order that specialises in stealth, speed and quick kills. They were once the hidden peace keepers of Elemei, but have recently fallen from power. They specialise in attacking without warning and then making quick getaways, leaving no trace they ever existed.

Minor Boosts in Attack and Sp. Defense.
Major Boost in Speed and Evade.
Slight loss in Defense and Sp. Attack.


Extra attacks:
(In no particular order, some might not be used in the final draft. Those in bold will be kept no matter what.)
Agility
Cross Poison
Poison Jab
Poison Powder
Toxic
Toxic Spikes
Faint Attack
Detect

Calm Mind
Meditate
Block

Mind Reader
Smelling Salt
Swords Dance

Extra abilities
(In no particular order, some might not be used in the final draft. Those in bold will be kept no matter what.)
Hyper Cutter
Immunity
Limber
Magic Guard
Mold Breaker
Own Tempo
Quick Feet
Run Away
Scrappy

Shield Dust
Sniper
Steadfast
White Smoke

Heart of Thorns - September 23, 2008 10:38 AM (GMT)
I like the "WILL be kept NO MATTER WHAT" thing, seeing as it's my site and a questionable concept we may not implement any at all.. xD LOL.

Anyway, you guys' "ninja" is pretty much identical to a "Rogue", except rogues have less bad pop culture surrounding them and high physical attack, evasion, and speed with low everything else. x3

mgunh1 - September 23, 2008 11:19 AM (GMT)
Idea!!!!

Ninja = Advanced/Specialised Rogue, like a sub-class, or something.

Also, by what I meant by the bold stuff is that I'd prefer them discussed first and at least some of those kept, as they are rather necessary to the idea I had for it. Even if you totally dismiss all the non-bold stuff, I just wanted at least some of the bold stuff. Or else it just wouldn't be a ninja class, but just your average rogue.

As for the bad pop-culture... I was trying to not think of that... I was merely pointing to two of my characters who would really not fit into the rogue class, but would be even more out-of-place in any other.

'Course, if you don't like the idea, I'll just leave now, because I've got nothing else to offer on this topic.

I personally don't like the idea of classing... It just feels too stuffy and not like how a real, open-thought Rp should run.

Heart of Thorns - September 23, 2008 09:44 PM (GMT)
On that note, I was thinking of the possibility of maybe toning down the range classes could have and allowing two classes per character to make it even more customizable.

--

Extremely stealthy (like capable of becoming 100% invisible) highly evasive very quick hard-hitting character who is capable of lockpicking and using/making poisons without the title of pop culture reference... How would they NOT fit into that..? xD To me it screams "ninja with lockpicking", rofl. And, of course, as there are no locks to pick here (or SHOULD there be? =o Treasure hunt anyone?) it screams simply "Hey I'm a ninja." xD

That was an honest question though, not rhetorical. What is that description missing that your characters need?

...... xD Now because I can I must.

ROGUES! Do it in the darkness.
ROGUES! Do it where the sun don't shine.
ROGUES! And with a little drop of poison.
Rogues do it from behind! x'D

Floramei - September 23, 2008 10:15 PM (GMT)
:D Treasure FTW!

2 possible classes also FTW--but that I would say should be optional.

Also on that note, I think that how much the class stuff is actually used could be varied... But I suppose that's a given. x3

Death will rise
On my tide
I AM MURLOC!

Acredula - September 24, 2008 12:21 AM (GMT)
They have an uncanny resemblence to competitive battling.

Damage Roles = Sweeper/Revenge Killer
Tanks = Tanks/Walls
Healer = Cleric/Utility

Cleric is a better name than Healer. And Blissey is the #1 choice for cleric! Followed closely by Miltank and Bayleef. :3

I support this idea! It think its a great idea to make the RP more in-depth. But we shouldn't impliment it until the clans become organized to execute such a plan.

Floramei - September 24, 2008 01:46 AM (GMT)
I SUPPORT THE COMPETITIVE BATTLING TITLES. x3

It gives it a nice Pokémon flavor. I say personally that Sweepers, Walls, and Clerics would be my choices. =3 Soo... is there any competitive battling name for something that uses special effects and stuffs--like Stun Spore r something--to weaken the opponent for other PKMNs, or will we have to come up with that on our own? x3

Acredula - September 25, 2008 01:29 AM (GMT)
QUOTE (Floramei @ Sep 23 2008, 05:46 PM)
I SUPPORT THE COMPETITIVE BATTLING TITLES. x3

It gives it a nice Pokémon flavor. I say personally that Sweepers, Walls, and Clerics would be my choices. =3 Soo... is there any competitive battling name for something that uses special effects and stuffs--like Stun Spore r something--to weaken the opponent for other PKMNs, or will we have to come up with that on our own? x3

There are two names for that: Annoyers and Statusers. Here's the complete list I can brainstorm:

Sweeper
Wall
Tank
Annoyer
Spinner
Utlity
Cleric
Baton Passer
Revenge Killer
Sleeper
Statuser
Guts Abuser (Like Heracross and Swellow)
Reflector (uses CounterSash/MirrorSash)
C(hoice)B(and)er
C(hoice)S(specs)er
C(hoice)Scarfer
Lead
Disruptor
Spiker (used for those who set up SR too)
Supporter
Swift Swimmer
Chylorophyll
Hazer/Pseudohazer
Status Absrober
Weather Controller
Trick Roomer

There's a good list with lots of stuff missed. ^.^' Most of those are self-explanitory.

Sandwich - October 27, 2008 03:39 PM (GMT)
Status attacks come from all over the breeding groups so it would be logical to give statusers some sort of quest so that it can learn a status attack that it cannot learn normally but would be logical if it could learn it.




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