Hello all,
I hate to make the title seem combative, but it was the best way to draw attention to this issue.
For those of you who don’t know, @thomasmahler showcased a proposed class system. Within it, he outlined how using certain weapons would level up a certain class. You could then obtain traits from those classes to use and mix and match on your character. This WOULD NOT REPLACE THE ATTRIBUTE SYSTEM. Attribute would still exist.
I have been playing RPGs for a long time. It’s my favorite genre. I have picked up a few ideas on what works and what doesn’t. With all due respect to the developers, this is an awful idea. It solves no problems that currently exist, and only creates more problems by constraining the player in arbitrary ways.
To give a bit more context to what I mean, there are primarily 3 character systems in RPGs: Attribute, Class, and Mastery.
The Attribute system is what NRFTW currently uses. It is a fairly straightforward system: leveling gives you attribute points, which you can use to level those attributes that do different things. Those attributes also affect different weapons. Simply level the attributes for your style and whatever weapon you want to use. It’s that simple. If you want to make a “mage” character, you just invest your points into the stats that would govern what would make a “mage”, and the freedom of divesting points means you could make YOUR mage unique to YOUR style. It’s a very simple system that offers a lot of freedom. but it can be difficult to balance.
Class systems are a bit more restrictive, but achieves a bit more in terms of class identity. You level up your class, and your class has access to specific skills, and perhaps weapons, that other classes do not. A Rogue-ish class may bring something to the table a Mage cannot.
The Mastery system is similar to the attribute system, but backwards. Instead of leveling up to distribute points, using certain weapons or armor increases your skills to those weapons or armor. The more you use a thing, the better your character gets with those things.
Sometimes games use a combination of the systems. However, it appears the devs for NRFTW want to somehow use all 3.
It will be an attribute system that determines the effectiveness of weapons. You will use those weapons to level classes associated with those weapons (Daggers for Rogue, Wakazashi for Ninja, etc). Leveling those classes then gains you traits you can use for the final build for your character…
So let’s see if I understand this correctly: if you want to play an a Mage character that uses Staves, but you see a trait in the Rogue class that seems useful, you are FORCED to use a weapon you may not like, that does next to no damage because you didn’t level its respective attribute, to level a class you don’t want to play, just to get that one trait that’s useful. As opposed to just leveling your Intelligence and Focus for your Staff and Spells and calling it a day. Moreover, weapons and armors are fixed to certain classes. Rogues are leveled using Dual Daggers, but Assassins are leveled using Single Daggers? Also, Barbarians are associated with Plate armor? Why are you arbitrarily associating certain weapons to certain archetypes? Do assassins not ever use 1-handed swords or dual daggers?
If I am misunderstanding the proposed system, then please correct me. The current system is great. Maybe the attribute requirements for weapons can be toned down a bit or removed, as it can be a bit arbitrary, but it’s otherwise great. I’m having a blast with it. Your team made a gem with this game. So I mean this with the upmost respect when I say this: don’t fix what isn’t broken.