Zeus
Cipher
- Joined
- Apr 25, 2008
- Messages
- 1,523
When someone dropped a roofie in my coffee and I wrote a ten-page rant about Red Dead Redemption, Clockwork Knight said something that got me thinking about character classes in general:
For those who missed it, the Expert Hunter outfit gives the character a 2X bonus on the amount of skins and hides from hunting. It's not much, to be sure, but it's a lasting effect throughout the game.
Contrast that with:
RPGs where your starting class determines only your starting weapon and a few bonus points in a given set of skills. After that, there's no multiplier to, say, learning magic over melee. It only takes a couple of levels worth of skill points to make your character more of a warrior than a wizard, and after that, there's no penalty for having originally decided to be a wizard.
Then there are games where class really, really matters. This is true of old (pre-3rd edition) D&D games, where Clerics simply could not use edged weapons, and there was no way in hell you were going to convince a wizard of donning chainmail.
Games like Oblivion seem to be somewhere around the middl. For the sake of argument, ignore the custom class feature. Let's say you start out as a Battle Mage. While it's possible to decide early on you'd rather be a Cat Burgler, and all you have to do is practice the skills necessary for a life of crime, there'll always be a bonus on warrior and wizard skills, and the prime requisites of a Cat Burgler will always advance at 1/2 the speed of the Battle Mage's prime attributes.
Can you guys think of any other RPGs where your starting class Determines only a slight initial bonus, and after that you're free to change your class without any penalty or lost multipliers?
Clockwork Knight said:Yeah, but these aren't real classes, just extra outfits with a broken skill attached to them.
For those who missed it, the Expert Hunter outfit gives the character a 2X bonus on the amount of skins and hides from hunting. It's not much, to be sure, but it's a lasting effect throughout the game.
Contrast that with:
RPGs where your starting class determines only your starting weapon and a few bonus points in a given set of skills. After that, there's no multiplier to, say, learning magic over melee. It only takes a couple of levels worth of skill points to make your character more of a warrior than a wizard, and after that, there's no penalty for having originally decided to be a wizard.
Then there are games where class really, really matters. This is true of old (pre-3rd edition) D&D games, where Clerics simply could not use edged weapons, and there was no way in hell you were going to convince a wizard of donning chainmail.
Games like Oblivion seem to be somewhere around the middl. For the sake of argument, ignore the custom class feature. Let's say you start out as a Battle Mage. While it's possible to decide early on you'd rather be a Cat Burgler, and all you have to do is practice the skills necessary for a life of crime, there'll always be a bonus on warrior and wizard skills, and the prime requisites of a Cat Burgler will always advance at 1/2 the speed of the Battle Mage's prime attributes.
Can you guys think of any other RPGs where your starting class Determines only a slight initial bonus, and after that you're free to change your class without any penalty or lost multipliers?