Hey. Wanted to share some thoughts on this.
First of all, thank god for trying something new. It’s not that I feel like attribute system is the worst thing out there, but it’s slapped on every game not because it’s that great, but because it just involves least amount of effort and it just… works. It’s probably least refined thing in Souls games in general. Best case scenario? Maybe you’ll manage to make an impact and inspire other games to try out something more elaborate than attribute system or traditional class systems with talent trees.
Thoughts on FFT system specifically
I like in particular this idea and I really hope that you’ll also have unlocks based on previous classes. Perhaps this is a bit out there, but for example you level the class towards a certain threshold (which doesn’t have to be the max level) and then you’d have to do a feat that proves your mastery within that class. And that is needed for subsequent class unlocks. And perhaps maxing out the class completely would instead unlock that class for subsequent playthroughs from the get-go, or something.
There’s also Fell Seal which uses very similar system to FFT, but the reward for mastering each class (besides the skills themselves) is passive bonuses. I don’t think it’s particularily interesting, but a worthwhile mention perhaps.
Just a reminder, the FFX-2 system also exists
Let’s just begin by saying that this system would not fit at all with what is planned and you’d be crazy to do it, but… FFX-2 system for classes is probably among most potent ones there is.
Just like you have jobs in FFT, you jave dresspheres in FFX-2. But the way you use them is different: you equip dresspheres in your garment grid, which can house many. During combat, you can switch between these different classes fluidly. Also, between each class node, there’s also a “gate node”, which grants you some kind of bonus when you go through it. Some of them have like 4 gates that you have to go through to get some really potent bonus.
But… in practice, this system really doesn’t have that much depth in the game, which I think comes down to execution and traditional problems where optimal solutions just remove the depth. Doesn’t mean it has to be copied 1:1, though.
Also, consider additional things with the class system.
A roguelite mode where you could unlock classes in your runs. Arena-based PvP where you get to do rounds and buy/select classes between rounds. Randomizer runs. You could also gate specific classes behind challenges. As long as the classes themselves remain relatively simple and impactful, you could get a lot of mileage out of elaborating on it in future.
EDIT: By the way, I’m bit shocked at the x responses Thomas got with the post. A lot of complaints about dumbing down and all that. I guess you didn’t dumb down the (rather obvious) points and the idea enough for the intelligent ragebaited gentlemen to understand. It’s legitimately a little sad.