Soldak Entertainment Blog Update
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Category: News ArchiveHits: 899
I originally thought that we were going to have a couple of disadvantages by using a hybrid class system. In Depths of Peril, each of our classes had a distinct type of mana that worked differently. The warrior had rage, the rogue had momentum, the priest had faith, and the mage had mana. Each of the DoP classes also received different stat amounts per attribute point. Warriors get more damage per point of strength, rogues get more attack per point of dexterity, etc. These differences really helped each class feel and play a bit different. I was sorry to see that it looked like these types of differences might go away (and from some forum comments I'm not the only one).
Luckily, I figured out how to still keep these differences and support hybrid classes at the same time. Actually they make hybrids even more interesting. Instead of the mana type and stats per attribute stuff being a part of the class itself, they are now skills that each specialty has. Most of the time these are skills that the specialty starts with, but in a few cases they are normal skills that you can put skill points into.