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<blockquote data-quote="Lanliss" data-source="post: 7817398" data-attributes="member: 6801219"><p>I don't know? I haven't done enough research to know. To clarify, I plan for my class system to be based on a perk point system. When you gain a level, you get X perk points, and can distribute them to level up certain abilities, unlocking new attacks, spells, abilities etc. </p><p></p><p>This way, I will have various generic abilities for classes, such as several melee classes having access to something like a "Vulnerable strike" ability, but some would also have specializations that lean harder into that ability. For example, a rogue type character can invest in the vulnerable strike ability, and later access some assassin based abilities to deal extra damage, or could choose to invest the rest of their time into becoming more scoutlike. Given the number of abilities I'd like to have for people to pick from, it would be more rare for many people to play the same exact type of rogue. some would have invested more heavily in sneaking, while others might have leaned on investigation to get by.</p><p></p><p>On top of this, I intend to have (limited) multiclassing, meaning that someone would be able to have two classes to pick abilities from, giving more ways to fine tune their build, but not be able to perk into 12 different classes to cherry pick all the best abilities. This means a person could mix some brute fighter abilities into their rogue to get a street gang thug type, or mix some Shadow abilities to become more of a magical assassin type.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7817398, member: 6801219"] I don't know? I haven't done enough research to know. To clarify, I plan for my class system to be based on a perk point system. When you gain a level, you get X perk points, and can distribute them to level up certain abilities, unlocking new attacks, spells, abilities etc. This way, I will have various generic abilities for classes, such as several melee classes having access to something like a "Vulnerable strike" ability, but some would also have specializations that lean harder into that ability. For example, a rogue type character can invest in the vulnerable strike ability, and later access some assassin based abilities to deal extra damage, or could choose to invest the rest of their time into becoming more scoutlike. Given the number of abilities I'd like to have for people to pick from, it would be more rare for many people to play the same exact type of rogue. some would have invested more heavily in sneaking, while others might have leaned on investigation to get by. On top of this, I intend to have (limited) multiclassing, meaning that someone would be able to have two classes to pick abilities from, giving more ways to fine tune their build, but not be able to perk into 12 different classes to cherry pick all the best abilities. This means a person could mix some brute fighter abilities into their rogue to get a street gang thug type, or mix some Shadow abilities to become more of a magical assassin type. [/QUOTE]
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