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Re: class system

Posted: Wed Nov 09, 2005 7:56 am
by weedakos
grimjim wrote:Class systems are very old and derived from the old 'soldier types' in wargames that gave birth to RPGs, the idea of having a 'balanced' or specialist force made up of different troop types carrying over.

In tabletop RPGs class systems have long been out-of-favour and replaced by skill based systems, to the point where the newer version of D&D (3.0/3.5) has much easier multiclassing, special additions called 'prestige classes' and a tacked on skill and feat system to give more of the customisation people are used to now, while keeping fairly true to the original D&D tropes.

Ryzom is, effectively, a multiclass system rather than a true skill system, but each class subdivides and specialises as you advance, giving you a greater degree of customisation.

The problem with such systems is that people will seek out, and transmit to other, the 'optimum path' for success - which is why we see so many AoD's and advanced PR diggers and certain types of meleeer and crafter over others.

The best way, IMO, to counter this, is to give people a much wider array of possible skill builds, special abilities and specialisations that the line about what is 'best' becomes more blurred.

Daggers, for example, could be more effective at spell disruption - on top of the effect of their fast speed - and/or could use up less stamina for special attacks since they're more wieldy, or could be given a sneak attack bonus or, as was once talked about, killing creatures with 'low impact' weapons like daggers could increase the number and quality of materials taken from creatures.


hit the nail right on the spot there :)

i'm a 2nd edition AD&Der btw :D

From my experience [about a decade of P&P RPGs]
character classes having unique limitations and abilities give more flavour and a looooot more to roleplay...

how many AoDs would go for it if they had to drop swordplay (at some point/extent) to concentrate on magic to advance that high...?

Re: class system

Posted: Wed Nov 09, 2005 8:01 am
by grimjim
weedakos wrote:hit the nail right on the spot there :)

i'm a 2nd edition AD&Der btw :D

From my experience [about a decade of P&P RPGs]
character classes having unique limitations and abilities give more flavour and a looooot more to roleplay...

how many AoDs would go for it if they had to drop swordplay (at some point/extent) to concentrate on magic to advance that high...?
Personally I find class systems extremely limiting to my RP and character choices, but they do provide 'easy hooks' for people and immediate identification.

Re: class system

Posted: Wed Nov 09, 2005 8:15 am
by cloudy97
Flexibility in teaming are great benefit of Ryzom's skill system. Concentrating on one branch makes you a decent fighter (or mage) pretty quickly. After that you still have tons of choices to team with newer player and still getting some experience out of it.

Maybe the skillsystem is the backbone of the warm atmosphere here?

But, I am still pretty new (fight 80 is my highest). How is it at the top, do all AoD use exactly the same spells and stanzas? Or, is there as many different types of setups as there are Avatars of Destructions?

Re: class system

Posted: Wed Nov 09, 2005 4:04 pm
by amitst
Class systems restrict freedom. Freedom is good. Freedom is doing whatever you want whenever you want. Draw the line.

Re: class system

Posted: Thu Nov 10, 2005 7:40 am
by weedakos
amitst wrote:Class systems restrict freedom. Freedom is good. Freedom is doing whatever you want whenever you want. Draw the line.

freedom of choice is certainly not bad. just that absolute freedom, in a game where some skilltrees are so overpowering the others, usually ends up in a world of 250lvl clones eventually...and all those restrictions imposed by classes as grimjim pointed out are an easy way to find quirks and traits for a starting RPer

@cloudy: all AoDs have exactly the same stanza/spells available to them...

what they use changes* from area to area due to mob resistances and the HP they have [dependant on melee lvl]... thats why most AoDs go for 250 melee next [myself being included when i reach 250 @ele... :rolleyes: ]

*given they where they same amps, jewels and armour