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As oppose to kits and classes

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hwttdz
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As oppose to kits and classes

Post by hwttdz »

I know people are discussing what classes will eventually be in the game and I also know that it is most likely set at this point in time. However I think this is an interesting theory. In place of the standard classes and kits system only skills exist. So at character creation you can choose all the aspects of your character, there is a weighted point value attached to everything and you work from a set number of points.

For example, no one kill me I haven't checked to see if this is all logical yet, as in the point values.

the ability to wear armor 50 points
1 weapon proficiency per 4 levels 25 points
1 weapon proficiency per 6 levels 10
1 weapon proficiency per 10 levels 5
I would think you can only choose one path for weapon proficiencies.
Full ability to cast arcane spells, e.g. wizard 40
half ability 1/2 spells per level 25
Full ability to cast divine spells, e.g. priest 40
half ability 1/2 spells per level 25
increased movement rate e.g. barbarian 10
pick locks( the ability to eventually put points here) 5
same for most thief skills
the ability to backstab 10

stuff like that, pretty much all the possible advantages and disadvantages of a class. You could even use a formula for things like weapon proficiencies per level, to get maximum ability to customize your character. The other thing I had been thinking about would be whether or not to include ability scores into this mix of things. And you could possibly even include specific weapon specializations at this stage. What do other people think about this idea? I hope it's not so crypitc that no one can understand.
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Pebz
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Post by Pebz »

That wouldnt be D&D anymore, now would it? ;)

Besides that, its a good idea :D
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hwttdz
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Post by hwttdz »

The extent of my D&D experience would be baldur's gate. That's it I only know their system and have made myself familar with the character generator included with the cd (the demo anyhow). The feat system is cool, I think the abilities one is kind of so so. The feat system lets you bend the class towards what you want out of it.

Perhaps when you choose a base kit you can make small changes to it. Like sacrafice some thaco to get more spells a day or something.
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MegaToerist
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Post by MegaToerist »

This method is quite like the "Player's Option" rules in 2nd ed. AD&D: each class started with a number of points, and could buy abilities and restrictions from a list. Here, this list was class-specific (so no backstabbing wizards or invisibility-casting thieves ;) ), and a number of things could not be changed (e.g. THAC0)

The advantage of this system is that you could really customize your character: no two fighters are really alike,...

TC, Geert
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Xyx
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Post by Xyx »

Player's Option: Skills & Powers unbalanced the game horribly with that point system. You could have Clerics that made better Mages than the Mages themselves, and dual classers would get insane amounts of abilities quickly.

My suggestion: Go play another game if you like this much customization. GURPS, for example, is well-suited to this.
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MegaToerist
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Post by MegaToerist »

@Xyx:

But then you were powergaming/roll-playing instead of role-playing... Ahh, the eternal struggle ;)

TC, Geert
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Xyx
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Post by Xyx »

Originally posted by MegaToerist
@Xyx:

But then you were powergaming/roll-playing instead of role-playing... Ahh, the eternal struggle ;)
Nope. I played a very practical and career conscious character. Image Image
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