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What would you make? I ask this because recently, after playing KoA I realised i was getting tired of RPG's giving me the same 3 basic classes over and over again.

So if you could play with something new, what would it be?
End classes outright. Classes are the worst thing that ever happened to RPGs. To misquote Tyler Durden: "I wanted to put a bullet between the eyes of every wizard that wouldn't pick up a spear to save its party." The only question an RPG should ask of a character trying to do something is, 'are you any good at what you're trying to do?' and it should award bonuses or penalties to the chance of succeeding accordingly. Anything more takes a giant dump on immersion.
I think wizards look pretty cool with guns ;)
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generalripper: End classes outright. Classes are the worst thing that ever happened to RPGs. To misquote Tyler Durden: "I wanted to put a bullet between the eyes of every wizard that wouldn't pick up a spear to save its party." The only question an RPG should ask of a character trying to do something is, 'are you any good at what you're trying to do?' and it should award bonuses or penalties to the chance of succeeding accordingly. Anything more takes a giant dump on immersion.
Not just that, but i mean stuff outside of the generic skills and attributes for classes. more-so, I really want to see RPG's with different settings in the timeline (maybe futuristic?)
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Thunderstone: I think wizards look pretty cool with guns ;)
Up-repped lol.
Post edited March 25, 2012 by Nroug7
Well, to the basic fighter/mage/thief splits, I'd always like to introduce priest/engineer/bard. They just add a little more variety, and they're just as reasonable as the "core" ones. And I don't really dislike classes in theory, but I do dislike when there are too few of them, or there isn't enough overlap with their abilities, or there are lots of item restrictions on them. Some unique non-shared abilities are fine, of course, to keep the classes from all being identical. Likewise, some item restrictions are alright, like only paladins using holy swords, or only engineers using highly gadgety firearms, but basic things like "my character can't touch clubs" always bugged me. Using classes as archetypes instead of straightjackets is good too, like in Morrowind or Divine Divinity.
I can only think of engineer, but that only works if the lore involve mechanics

All others are either a broken down version of the big three (or four including engineer) or hybrid.

Other original elements can be crafting, alchemy, song, enchanting, etc etc, but none of these are enough for a single class. At the end you still need to give them some fighting or spell casting skill, hence a hybrid. These elements are better to put into hybrid classes to make them more unique
Post edited March 26, 2012 by PandaLiang
Demolitions. They're not wizards, fighters, thieves or rangers, but they lob bombs and do area damage, plant mines, etc. Gas bombs and such could be specialties for them. I know they've been on other games, but they're not a class you see often, but they have room for expansion.

Another one that doesn't show up often would be diplomat. For gamers who prefer to forego combat and solve the campaign through the power of their words. High charisma to convince your opponents and choosing your answers carefully and with common sense. It means adding a lot more stuff to your games, and it seems developers prefer to add a bunch of intro dialogue setting the scene, then fill the place with mobs to kill since that's good enough for all the other classes, but adding situations to solve through conversation involves a whole new level of story and extra stuff to work on.
What I'd like to see is instead of having restrictions on what weapons a character can use, maybe give extra accuracy. Like having a wizard be able to use a gun or sword but not be as accurate or effective with it. This can be useful in case the wizard runs out of mp points and can switch weapons.

Likewise with a warrior, allow him to be able to use a staff but not have as many spells available to him.

Just to add a little variety and flexibility in play styles.
I like your ideas El_Caz, very nice. :)
Post edited March 25, 2012 by Thunderstone
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generalripper: End classes outright. Classes are the worst thing that ever happened to RPGs. To misquote Tyler Durden: "I wanted to put a bullet between the eyes of every wizard that wouldn't pick up a spear to save its party." The only question an RPG should ask of a character trying to do something is, 'are you any good at what you're trying to do?' and it should award bonuses or penalties to the chance of succeeding accordingly. Anything more takes a giant dump on immersion.
I disagree.

I think classes give a game flavour... every character SHOULDN'T be allowed to do everything.. skills take time to perfect and the time taken to perfect one SHOULD mean that you aren't going to be able take the time to learn a different discipline, What you are describing is a powergamers game.. where they just have to be 'leet' at everything.... not having limitations in gameplay is boring and unimaginative, it the working around limitation that make a game fun. Elfs 'might' get around this by virtue of their longlife, but then again, all lore I've read for elfs make them out to be rather non-adaptive, and tend to want to master the craft that they decide to take up, switching around isn't in their nature.

You want to make a 'leet' character then you may as well switch on God Mode.

@OP.. the present classes have pretty much everything covered, any other classes would be scenario specific.
Post edited March 25, 2012 by Tormentfan
You can play a tourist (unlimited money) in Nethack. :o

Also, you can play a bunch of interesting classes in The Dark Eye world (such as Charlatan, Prospector, Pirate...), unfortunately the skill range is way too small to cover all those classes, resulting in a lot of overlapping between the characters. At least in Drakensang.
As others have mentioned, classes are a stupid, outdated concept that have no place in a modern RPG. If I want to be a guy who can both pick pockets and cast fireballs I should be able to do that. I won't be very good at either since I'm splitting my points between them, but at least I have that option.
Post edited March 25, 2012 by Arkose
Class Name: Cad
Class Abilities: Automatic Seduction


Because we know there's nothing more important than annoying the shit out of your DM by having sex with every NPC he introduces.

I always did like GURPS for the way they handled skills, yeah if you made a "jock" type character he'd probably be better at swinging a sword, but your weakling math nerd character at least had a chance to manage it.
Post edited March 25, 2012 by orcishgamer
Peon

Maybe the best implementation of the thief & bard class... no direct damage skills. Your combat abilities are entirely about avoiding death. You're a summoner class, but instead of undead or animal minions you're a peon for a randomly generated hero.

Instead of phat loot drops you gather ingredients and prepare meals and potions for your hero, different heros react better to different meals. You inspire them with dirty limericks and distract enemies like a rodeo clown.

The game directs conversations at your Hero, you're offered snide remarks as responses, but your hero always takes the quest no matter how banal.
Post edited March 25, 2012 by Porkdish
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Nroug7: What would you make? I ask this because recently, after playing KoA I realised i was getting tired of RPG's giving me the same 3 basic classes over and over again.

So if you could play with something new, what would it be?
The GenreSavvy Pro Gamer. He turns the game against itself, using conversations and tricks to progress. Just make sure he doesn't end in a fight...

For example, he tells the enemy there is NOTHING behind him, knowing that the enemy will think there is something. Then he can deal a punch from the back, knocking the enemy unconscious.

And if we talk about Pen&Paper... well... read this story.
http://unicornjelly.com/urulesmystories.html#won
Post edited March 26, 2012 by Protoss
Class Name: Lawyer

Special Abilities: Talk a lot but say nothing, bill a lot, argue about stupid things, have suicidal tendencies.