7DS: Adjective / Race / Class

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This topic contains 10 replies, has 6 voices, and was last updated by  TSI Support 9 years, 9 months ago.

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  • #701

    Zombra
    Participant

    I love the Adjective/Race/Class concept, but I’m a little worried about too-obvious choices based on what I saw in the Kickstarter video. A Roguish Shade Elf Scout sounds to me like a Roguish Roguelike Rogue. A Tough Dwarven Knight sounds like a Tough Tough Guy who’s Tough. These seem like no-brainer specialties.

    Please make sure that there are 3 or 4 viable Adjectives for every class and make it an interesting choice with pros and cons to each. I don’t want every Knight character to be just another Tough Guy who’s Tough.

    • This topic was modified 9 years, 9 months ago by  Zombra.
    #713

    Design1
    Keymaster

    Yeah, I took the easiest combos of Specialty/Class/Race for the video, figuring they’d be the easiest to convey. I’ll be doing an update on Kickstarter discussing this in greater detail, but the Specialties are designed to work with all the classes, with some being more natural fits. For instance, Nature spells don’t break stealth, so a Nature Scout (of any Race) would be sneaky and deliver poison spells without many enemies identifying the source. He’d lack the skillset of the Rogue Scout, and would have wider choice of attacks (bow and spell).

    By the same token, a Nature Knight might not care about the stealthy spells, but he could add poison to his two-handed blade, or use the local plants to limit enemy mobility, giving him the option to manage the number of enemies who could close or run away.

    There are still many rounds of testing and polishing before all these element are locked in stone, but the goal is to create a very flexible but quick way of generating characters.

    #714

    Zombra
    Participant

    That’s great news; thanks Design1!

    I’m often somewhat of a contrarian when I design characters … looking forward to seeing what I can do with a Tough Wizard or a Roguish Knight! 😀

    Or how about a Priestly Rogue? Hmmm …

    • This reply was modified 9 years, 9 months ago by  Zombra.
    #715

    Design1
    Keymaster

    A Roguish Knight might make an interesting point man. Able to spot a lot of traps and brush off the few he misses; being the one unlocking the door when enemies burst out. Lots of permutations. A Tough Wizard starts to move into the Fighter/Mage style, providing the flexibility of going melee or stepping back and firing spells. One of my players in the table top version runs variants like that.

    #717

    Zombra
    Participant

    Sounds like you’ve thought it through and we’ll have a lot of options for interesting party composition. Thanks again!

    #725
    Woolfe
    Woolfe
    Participant

    It does sound interesting… looking forward to some more meat to the details

    #762

    ShriyaR
    Participant

    With respect to the latest post on races by David, here is a question

    So, camping will play a strong role then, since some races can sleep in their armor, while others don’t need sleep at all. The ‘can’t be surprised’ thing is camping related too?

    #763

    TSI Support
    Keymaster

    Gold box camping could be interrupted, and so these abilities make the characters less vulnerable during the encounters. There’s a little more complexity now. Characters are recovering long term resources by sleeping (Trauma and Fatigue), rather than spells (which have more explanation in a full Magic update).

    #765

    ShriyaR
    Participant

    1) When’s the magic update coming?
    2) There are no healing spells at all? How about potions? HP regen over time?
    3) So the 2 bars on the screens are Trauma and Fatigue (i.e. not mana)?
    4) What exactly does Fatigue do?

    #789

    The Matrix Dragon
    Participant

    Any plans to add a monk or psion class to the game? That would defiantly make this game a backer for me.

    #792

    TSI Support
    Keymaster

    We certainly have early thoughts on other classes and skills. Everything right now is a function of scope. 🙂

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