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Prestige/Advanced/Specialized Classes and/or Multiclassing?

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11:20 pm
August 22, 2014

Gilgamesh
Member

posts 21

I was just wondering if there were any plans to introduce some sort of system where one could divert levels into specialized versions of classes with their own unique Technique trees, or perhaps take levels in other classes as well. My inner customization fiend is dying to know!

6:16 am
August 23, 2014

dystopia
Admin

posts 383

I can't rule it out, as it's still early and everyone is still pretty low in level in their starting class there is no rush but as we gain levels if more people want to switch classes or there is a real urge for more customization I could work in some kind of system to handle it.

10:24 am
August 27, 2014

clerith
Member

posts 50

Post edited 5:25 pm – August 27, 2014 by clerith


I think this would be a good idea. I've never really played Chrono Cross but the classess do not seem as varied as more modern day RPGs. I originally intended to play a Mage class but almost all of the classes here have access to spells so the Mage did not stand out as the main magic user. A Mage should really be able to access all spells. The Inventor, from what I can see, only uses one invention (Hypno Wave) as a Technique. More inventions would be good and perhaps a Mix ability whereby they can mix different items to make new ones. The Knight has slurp, which seems Frog specific and is really quite funny when Nadia uses it. Also, perhaps a slight alteration to the stat increases at level up would make each character more varied, maybe along the lines of an extra boost to specific attributes every 3rd, 5th or xth number of levels. The Fighter and Inventor are only 3 points apart at Level 1 in the magic attribute, but both progress 2 points at level up, so they will always only be 3 points apart, even at level 100.

2:26 pm
August 27, 2014

Mira
Member

posts 81

Chrono Trigger is good in that you can always use favored characters. However, that leaves to some odd choices. 

Marle is the main supporter/healer of the group, but she can't heal the whole team on her own? (I'm not trying to pick on her. She's my favorite, so the choice to not let her do this was aggravating.) She should have gotten something like Heal 2 instead of Cure 2. At least she finished out strong with Life 2…as opposed to Frog that had the very strange Frog Squash. 

It would be kind of neat to see that specializing done here. 

Re: Nadia and Slurp

I know it is not what is described, but I still picture her licking people.

7:04 pm
August 27, 2014

Juna
Member

posts 17

I kinda agree with the image that Mira has of Nadia… I kept picturing her somehow licking them as well… And possibly causing either Infatuation, Stun, or Confuse on them.
Maybe there should be some more detailed descriptions of how some characters use their abilities? Like how does this person usually do Slash? Do they usually say something, have a little hop, move diagonally top/bottom or just straight across/down? With straight-up spells, does one thrust their weapon up, down, simply hold out their hand and concentrate? Maybe we should do something like that to describe how the individual does it?

Want to double check or otherwise peek at my profile? Go for it!

7:14 pm
August 27, 2014

fevian
Member

posts 32

Post edited 2:53 am – August 29, 2014 by fevian


I love that people are so fascinated with the way my character uses Slurp, haha. In any case, while I know where you all are coming from, those things are really just names. There's probably not going to really be a standard when it comes to classes in a Chrono Trigger RPG, unless he makes major changes to the way the game currently plays. Best advice I can give, be creative and stay true to your character. Example, I knew my character didn't have a long tongue, so what I did for Slurp was have her mimick the motion of a tongue with her hand movement.

9:14 pm
August 27, 2014

dystopia
Admin

posts 383

The classes here for one could have been more individual at least with how you gain levels but in rebuilding the site I mostly used pretty dated content from nearly 10 years ago (As the intent was to get an RPG done quickly, and this one seemed like the best bet for that). In terms of expanding individual growth custom equipment should go a long way to help put that flair one it. Perhaps custom technique sets as well, to replace the standard ones for each class? I'm definitely up for expanding/pushing things some as I want this RPG to last a good while.

10:02 pm
August 27, 2014

Juna
Member

posts 17

I think maybe a mix of it in general. Scrap some moves, mix in some racial moves (something for those like Cotten, something for our Imp friends and so forth). Or upon gaining enough TP, give the individual a tech tree to choose from, kinda like from Mass Effect 3 where you get two options per section and the one you choose doesn't hinder your progress to the next move. The latter would give the individual a bit variety in their moves, but it still pulls from the same pool of moves. The former gives you more work to do, but it could be pretty fun depending on how creative you are.

Want to double check or otherwise peek at my profile? Go for it!

11:14 pm
August 27, 2014

griff
Member

posts 152

I think an easy add-on that would still give character customization would be along with the class tech sets another character tech set with three techs. Those three techs are custom, but use the effects of other classes techs. I'd say the TP cost would be 25% change in either direction. I see an arguement for it going either way, going against your class can make it harder to do, but at the same time it's your own tech so could be easier. Now, the way you unlock those techs is you unlock your class techs. You gain the first by learning the first three techs of their class and the effects can be based off any of the first three techs of another class. The second is unlocked by gaining the first 6 techs of their class and can be based off of any of the first six techs of any class. The last is unlocked by learning all the techs and can be based off of any other techs. I'd say that you don't need the lesser version of a tech to gain the higher like how mage has Life 2, but not 1 and Magus having several 2nd versions. The name and description is custom, but MP, effects, and TP is based off of the tech they choose. Maybe make the unlocking process be that they need 3,6, then all 8 rather than in order since they don't need to be in order, but the techs they are based off of go in order.

I figure just making a page with these rules would be all it would take to implement this customization, but opens up quite a lot as well. The only thing I see being a problem is the combos. They could be custom pitched by members using what's there as an example. That would be the only issue I see. It could have an easy fix saying to decide if theres a combo is by using the techs that the custom ones are based off then use those effects, but the actual descriptions may not match up and custom combos should be an option. Theres a bunch of 2 to not need it, but not enough 3. Every triple requires a fighter showing they are pretty restricted. It makes sense why since Chrono is always in the party (Except for a bit) if I remember correctly, but should be opened up for people not with fighter. 

12:32 am
August 28, 2014

Mira
Member

posts 81

I like the pyramid idea. Not sure about making the TP cost more, unless the person is getting stronger magic in the end. There's already advanteages and disadvantages to specializing or going general. Could look at each class, see what techs they have, and see what specialized route they could take. Knight could end up taking more of a physical fighter route, water mage, or healer, a combo of two, or all three.

I do agree with adding more triple techs. There are some triple techs in the game that don't include a fighter, but they make one of the characters wear a special rock. That kind of sucked. It kind of make sense in the game though. It wouldn't make much sense here though, since it's kind of punishing people for not picking the fighter class. Getting three players to agree on a triple tech is going to be challenging as it is.

6:40 am
August 28, 2014

Gilgamesh
Member

posts 21

I think the absolute easiest way to gain cross-class techniques would be to just make them more expensive TP-wise. You don't have to follow a strict list within your class to “unlock” the next technique, so it doesn't make sense that you'd have to do that to get others. There are a few techniques in fighter that I don't really want, so it would be a waste to dump TP into them just to get to the next tech, and I think in terms of both simplicity and customization offering other techniques at a higher cost to those outside your class is the cleanest way to handle it.

11:57 am
August 28, 2014

dystopia
Admin

posts 383

Gilgamesh said:
I think the absolute easiest way to gain cross-class techniques would be to just make them more expensive TP-wise. You don't have to follow a strict list within your class to “unlock” the next technique, so it doesn't make sense that you'd have to do that to get others. There are a few techniques in fighter that I don't really want, so it would be a waste to dump TP into them just to get to the next tech, and I think in terms of both simplicity and customization offering other techniques at a higher cost to those outside your class is the cleanest way to handle it.

I like this idea most. Simply opening up the techniques from other classes with a 10-15% TP cost bonus would be simple and effective.

12:58 pm
August 28, 2014

griff
Member

posts 152

Dys, would we have still a total of 8 techs, one in each tier, or as many as we want? Also, could we change them up to fit the character, but keeping the same effects and such just description wise?

1:13 pm
August 28, 2014

Mira
Member

posts 81

Post edited 6:26 pm – August 29, 2014 by Mira


Also are Magus' techs going to be included? As a whole, he could be labeled under Wizard class, since you already have a Mage class. 

1:32 pm
August 28, 2014

griff
Member

posts 152

He was once a higher class before I believe called shadow, but he can't be a starting class. His techs are far too powerful to start. What about a quest of some sort to gain his shadow spells with barrier being open without the quest? The first three are open elsewhere.

8:44 pm
August 28, 2014

dystopia
Admin

posts 383

I will bring his techniques into the fold at some point, Griff is right about them being to powerful for starters.

11:49 am
August 29, 2014

Mira
Member

posts 81

Post edited 6:50 pm – August 29, 2014 by Mira


A quest for shadow sounds like a good idea. Perhaps that and making it more expensive, tech point wise.

I think the limit of techs should be kept to eight. Otherwise, they could potentially be way overpowered. They are going to be very powerful as it is, especially as they reach higher levels. It will also make the characters more unique, power wise, as people will be careful selecting what they want, not trying to get everything. Not everyone is going to want everything, of course. It also just seems from there to new people who join, say several years down the line. They can look at the old characters and think, “I can get that powerful,” rather than “No matter what, they will always be far more powerful than my character.”

1:30 pm
August 29, 2014

griff
Member

posts 152

Well, having more than 8 techniques wouldn't make someone overpowered. They can still only use 1 tech at a time and the tech is open to everyone. The number of techs in a bio may seem overwhelming, but thats just an appearance. I'd say a limit to none class techs that raise as the character gets more powerful.

11:08 pm
August 29, 2014

dystopia
Admin

posts 383

I agree with Mira on this, though perhaps we could expand it to 10 allowed but no more than that. This way you could learn two more out of class, and if you wanted to expand out of class more than that you would have to sacrafice some of your main class skills to do so.

11:11 pm
August 29, 2014

dystopia
Admin

posts 383

Addition:
Either that or we could expand to multi-classing as a whole. Where as you could take levels in your main class or a secondary class by this means you could attribute TP to skills (still max 10) in either of the two classes and your level up could be attributed to the stats of either class. This would make the overall statistical differences a lot more varied across members.  

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