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/ideaguy/ - For Idea Guys by Idea Guys

Discuss your game ideas, mechanics, stories, and characters. Give and receive feedback. Improve.

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 No.117

Okay people, I need a lot of ideas for unique classes. Setting is pretty loose, but it's a high fantasy one. Swords, magic, some makeshift guns/explosives are fine, but no modern stuff. I need a lot of classes, with about 20 skills each.
It's a turn-based RPG for the record.
Go wild. Copying ideas from other games is welcome, but please say if you do so, so I mix it up a little to avoid suspicion.

 No.118

"Come here to talk about a new mechanic your designing,a new character you've thought up or a new story your working on"

this is a place to both discuss and generate game design, but please bring something to the table, this is not a spot to sit back and have others churn out ideas for you to take

 No.142

>>117

I like the style of classes I saw somewhat recently in the battlefield series and in xcom: EU in which you have a few basic classes, and some fuzzy continuum between subclasses based on the skills, weapons, or tactics you use.

I also like the idea that every strength you have comes at a cost, whether it be opportunity cost or a penalty.

With these principles down, I'll think about this a bit and come back with a couple classes. If you're too lazy to come up with classes for an RPG, I have no fears you'll "steal" my ideas and make some wildly successful game with them.


 No.144

>>142

Ok, I thought a bit and here's my idea.

>Your in skills grow by use.

>As your level grows you have to choose one attribute to strengthen. When you choose that attribute, you have multiple perks relating specifically to the attribute that requires your skills to be at certain level. Thus you have an omni-class that simply gets better at what they do over time.

The challenge from here is to either be minimalistic with what skills you use skills, or have umbrella skills that encompass multiple specific skills(Melee VS sword, blunt, slash skills).

Simply having a Melee skill with perks for a sword, club/hammer, and saber would make the game simple to understand for the player, but preserve the complexity of three different melee skills.




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