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Rogue fable iii like stonesoup
Rogue fable iii like stonesoup










Over time, the player builds up five "slime" points (or armor, or something) that can block damage. Tanky class with emphasis on melee attacks and building up defense before a battle. Slime Knight (I'm not good at names but the emphasis here is slime) Also, I'm really bad at guessing energy costs so I'll just put X and let you decide what those should be. Fair warning, most of what I come up with is pretty random, and I'm bad with names so please name stuff better than me if you can. I think its neat that for every class added an associated book is also added so more classes not only add more starting characters but also add more ways to develop your character because of the books you may find.Ĭlass suggestions? Class suggestions. I've got some ideas for more classes and would appreicate suggestions as well. Yes the ranger and ice mage are definitely coming. That being said, each book needs to at least contain some useful talents, so that players finding them have at least some reason to consider buying talents.

rogue fable iii like stonesoup

Taking from Dungeon Crawl Stone Soup, I like the idea of some classes being 'challenge' classes intended for experienced characters. I'm not super concerned with each class being equally balanced at the start or end of the game.

rogue fable iii like stonesoup

Rather maybe the solution is more books dropping that contain abilities that handle swarms so that players can effectively multiclass. So in my mind, if a class is really weak say against hoards of enemies, this is not an issue that needs to be fixed. But the classes do not need to be balanced to handle every situation, in fact the opposite should be true in order to encourage multiclassing. Each book should contain abilites that allow the player to survive in the early dungeon (before they find more books). There are also all sorts of cool opportunities here for players to discover especially useful synergies between class abilities. If it is strictly advantagous to multiclass your character, then because the books you find are random it means each run will start with a class of your choice but the character you end up with will be different every time. I believe this multiclassing is desirable because it adds a great deal of variety to each run. The bonus 4 skill points when finding a book was added to encourage just this kind of branching out. This is because I want to encourage players to multiclass their characters as they find books in the dungeon.

rogue fable iii like stonesoup

My goal is for each class to have some kind of iconic play style which makes them very powerful in one narrowly defined area while leaving gaping holes in their abilities. The game is a work in progress and will take a lot of tweaking to get to the desired state described below. Thanks for setting up sub threads Glarggle! Thought I'd give an overview of how I envision classes in this game.












Rogue fable iii like stonesoup