It's been posted before, but Class Suggestion + Poll

Post your ideas and suggestions here

Would you support some type of class change?

Yes
7
37%
Not sure
3
16%
No
5
26%
I don't care
4
21%
 
Total votes: 19

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Tomoran
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Post by Tomoran »

There is no way that something I propose won't have a bit of input from you Will, and you know this.

I can give a few statements about it straight up:

1. I intend for this change to be able to be implemented immediately. That means that I don't wish to change things beyond what I can do with classes.dat at this time. This suggestion will NOT be changing the costs of individual force powers, the amount of XP needed to be any level or the mechanics of any ability themselves. I do have issues with all of these things and would like to touch on them in the future but I would rather it be done one step at a time.

2. This idea mixes what I believe to be the best ideas from all of my suggestions as well as simplifying their general scope so as to provide a good number of options that can account for any outcome.

3. The purpose of the revised class system is partially to clean up the templates and growth rates of existing classes as well as add separate, distinct classes that have very distinct and purposed flavors that might encourage roleplay towards certain ends and provide unique opportunities for individuals.

4. I intend to have saber offense/saber defense 5 open to all classes beyond apprentice (the class for individuals who haven't been formally trained)

5. I intend to normalize hp/force/force regeneration between all classes. This doesn't mean that they will all have the same values. I will have a 'base' amount that would be the 'normal' value and certain classes will have bonuses to these stats as time goes on. The general rule is that the more force/hp an individual gets, the more restrictive their template choices will be.

6. There will be a 'free' or 'unspecialized' class much like Sentinel that will have an OPEN template but will have a lower maximum level due to not being specialized in any form of training. This means that in the odd chance that the 14 or so classes that I am suggesting don't fit you then you can still choose an 'open' character.

7. Guardian/Consular/Sentinel will remain in the class system but they will have their stats normalized and their templates adjusted to have less high-level abilities open early.

I'll be writing long descriptions of each individual class and haven't finalized all of their names or stories. They will each focus on specific powers relevant to their fields.

8. 'Jedi Master' is a class rewarded only to those who achieve the honorific title of Jedi Master, it has no restrictions to its template and has good stats.

9. Apprentices first advance to one of the three established training paths that we have now. Guardian, Sentinel or Consular. This comes with the permission of their mentor and the discretion of the Council. For any individual to qualify for any class beyond that, they must be a Jedi of full standing and must appeal to the Council to begin specializing under another path.

Having experience with rpmod templates and administration, there are two ways to handle this:

a) You can either leave their current template alone. It might not fit perfectly into the class they are but there's no real reason to 'retcon' what they know when they move on to another class. For this reason, any individual who has learned things currently will be grandfathered in to the next edition. No current individual, student or Knight, would have to change classes on day one and any Knight who wished to change would need the permission of the Council to become any of the new classes.

b) You simply clear the current template field in an individuals rpmod profile. This will refund them ALL of their experience and allow them to reallocate it into their powers. This will obviously mean that they may gain understanding in certain powers or leave them with free experience. This would be a less desirable approach but would mean treating every member equally. This would not ever allow an individual to apply points to an ability that they have no formal teaching in.

Here's the concepts so far:

1 Apprentice
2 Guardian
3 Sentinel
4 Consular
5 Illusionist
6 Seer
7 Sage
8 Watchman
9 Scholar
10 Warden
11 Vindicator
12 Healer
13 Champion
14 (Free)
15 No Specialization
16 Jedi Master
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Post by Sebastin Creed »

That's the thing though... it's quite clear that IF the template is going to be fully open then what's to stop people from going ahead and opening up all of it anyway?

We want people to exercise restraint and be realistic in their role play, but we don't want to place certifiable restrictions in the way of it happening? It's like tempation, take that away and you won't be tempted by it or even sit looking at thinking "Well... why not?".

I'm not saying we lock out ALL the powers to each class but I think there should be a degree of progression in ones studies and consequences of going down that path of training - such as someone said, Lightening Level 5 being only available to Consular-Consular (as an example). My main view is that the Level 4-5 powers should have some form of restriction dependent on how the player wishes their Character to progress in their Jedi Career. If people build a template with a more definied and purposeful intent there is a greater chance that we WILL act towards it. I know it would certainly whip me into shape as well.

Besides, you wouldn't exactly count a Doctor as great an Infiltrator compared to say... an SAS agent trained specifically in it field. You might say "Yeah but on the odd ocassion you might have that rare person..." but that is like... 1/100 (i.e. Luke Skywalker). What I have seen people complain about is the lack of people acting out flaws... well here is our chance (Or Tomoran since he's the golden boy right now with these proposals) to add a little of it into the current progressions system. For me it makes sense... I don't mind having pretty much all level 3's open to most, if not all, the classes - but anything beyond that as well as those little added extras that Tomoran pointed out about HP/FP being added into the mixture as well. Let's put a little emphasis on that degree of choice in the higher level field of knowledge.

Then you ask, well who gets to decide that? Well we do, right now as the proposal is being laid out. If restrictions come into play, then stake your claim in how/why/what becomes effected.

As for retconning, well we have all pointed out or ignored certain questionable RP throughout our membership in JEDI - I don't think a little shake up of the system will do too much damage in my opinion. You get to rebuild your character within it, so aim to achieve what you wish to keep and continue on.

However, let's see what comes next and talk it out more. I can only see positives coming from this though on my end as long as it all makes sense and gives an equal ground and choices for your area of expertise.

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Post by Sebastin Creed »

Tomoran wrote: Here's the concepts so far:

1 Apprentice
2 Guardian
3 Sentinel
4 Consular
5 Illusionist
6 Seer
7 Sage
8 Watchman
9 Scholar
10 Warden
11 Vindicator
12 Healer
13 Champion
14 (Free)
15 No Specialization
16 Jedi Master
No real issues with that list Tomoran, but just wanting to point out my thought/concern/question that the term 'Seer' is quite specific to the obvious canon I'm relating it too. I know it has different meanings else where but perhaps something to consider changing in name?

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Post by Soh Raun »

Quick fact worth noting about forceRegenTime: the real minimum value is 50, anything below it will behave like 50 (= the duration of one server frame at 20 FPS)
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Tomoran
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Post by Tomoran »

Yeah ... force regen is going way down for most. I think the ability to spam force at this point is a real detriment to forcing people to play their characters conservatively.

I've already posted the numbers on how early every class has 'max' regen and I think it's way too early so I will be revising that plenty.
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Post by Amoné Fayden »

Tomoran wrote:6. There will be a 'free' or 'unspecialized' class much like Sentinel that will have an OPEN template but will have a lower maximum level due to not being specialized in any form of training. This means that in the odd chance that the 14 or so classes that I am suggesting don't fit you then you can still choose an 'open' character.
I'm sold.

That's all I was looking for!

Having Max level Force powers locked creates that "Jack of All Trades, Master of None" class where you can pick and chose skills you want without being locked out of a skill you like because you chose another. At least until you find a Specialization class that suits you and your template.

One thing to note is that if a player wishes to switch template in the future, there may be complications.

For Example:
Switching from "Free" to "Illusionist", may cause an issue with certain learned Force Powers no longer being allowed due to the new template restrictions. This sucks but will encourage people to choose more wisely.


Anyway.
Over time we can add more Classes here and there but I'm happy with what is being proposed at the moment.

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Ametha Tasia
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Post by Ametha Tasia »

Amoné Fayden wrote:
Tomoran wrote:6. There will be a 'free' or 'unspecialized' class much like Sentinel that will have an OPEN template but will have a lower maximum level due to not being specialized in any form of training. This means that in the odd chance that the 14 or so classes that I am suggesting don't fit you then you can still choose an 'open' character.
I'm sold.

That's all I was looking for!
Was about to suggest that, haha.

Sounds fine so far, Tomoran, I'm a sucker for anything having cool names to flaunt around. :P
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Post by Azrael »

- As my current plan/layout stands i'm currently set on a total of 10 classes so far.

First Tier
Initiate/Youngling

Second Tier
Guardian
Consular
Sentinel

Third Tier - 'Prestige Classes'

Guardians
Weapons Master
Peace Keeper

Consulars
Sage
Healer

Sentinels
Tech Expert
Shadow/Investigator.*

*Shadow i'm aware being a sensitive name and being used more as an 'umbrella term' for certain in-universe Jedi 'careers.'



- At the moment, this number is not set and likely to change as more specialisations and tweaks and numbers are reworked and what is possible and whatnot is made fully clear to me.

Consulars simply have three prestige classes in this list compared to Guardians/Sentinels given the fact that i've not yet come up with more specialisation branches for the other two as of yet, given i only started working on EVERYTHING two days ago.

I'm currently in the process of drawing up a lengthy document covering a list of the finalised classes, how they work and their individual specialisations. OOC reasoning as well as in-universe reasoning will be included.

What i have in mind also includes a rearrangement of the existing power tree. Namely the removal of the 'Base' 'Light' 'Dark' classification into something more in-fitting with Jedi teachings and progression. Tweaks to powers themselves is the number crunching that i'm hoping Ron/Tomoran will look at. The only full revisions to powers i have in mind at present are with both Drain and Rage, turning them into 'Emerald Lightning' and 'Valour'/'Focus' respectively. Things such as colour change and a number of values being reworked to suit these powers as they sit in canon are also in the works. The names themselves are open to change.

I'm HOPING to give the different classes of Guardian, Consular and Sentinel more meaning and clear, defined flavour, with Sentinel i think proving the biggest surprise to people. (Hopefully a positive one) with each reflecting a very clear approach to Jedi training and life.

The document itself will be posted on the forum hopefully within the next few days. I'm currently sifting through a mass of in-universe material, both on Wookiee and using external sources and trying to put them together into a progression oriented system with specialisation being a focus for each.

All this may end up being fused with Ron's/Tomoran's own plan or may simply form an alternative, leaving it up to people to vote on what they prefer. Tomoran and i have talked about it and will continue to as both our formats work themselves into a state of finality and readiness.



- Also, on a note unrelated to the mod itself, i'm ALSO currently working on an in-character training manual for Jedi students, Initiates in particular, written from an in-universe perspective. (It's not written by Azra'el, dont worry :P ) This will be a fairly broad document, covering a number of areas, with different parts being written from the perspective of different people in the Star Wars universe, ranging from the time of the Old Republic, through to the time of Luke Skywalker, up and into our own timeline. If anyone has ANY input (Knights and Masters i'm looking at you in particular here) then i would by all means appreciate it.
Last edited by Azrael on Wed Sep 21, 2011 12:34 pm, edited 2 times in total.
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Post by Sebastin Creed »

"So, Ametha, what's your specialt-"

::Reads Residents Page Template::

"Ah.. nevermind."

Disclaimer: Before anyone states that this is obviously bad role play, please consider this...

It's an OOC Joke!

Thank you.

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Post by Sared Kilvan »

I don't have much to add to this as yet other than the four people who selected No on the poll are no longer my favorite people in the world. I'm ready for any kind of change.

I also want to point out how much respect I have for Azra and Tomoran for always having the sheer je ne sais quoi to do the busywork on this kind of thing to make it happen. My hat's off to you fellas. Keep doing what you're doing.


edit:// Before I forget, something to keep in mind that I know has been mentioned before (but possibly not recently) is that RPMod can currently, without major changes, handle 16 different classes, with 32 levels each. There, go with that. :P




Also, Sebastin is a goofball. A very bored goofball.

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Post by Sebastin Creed »

I don't mind having a sort of prestige class tree but I think a bit in terms of restrictions the names might want to be a little less... obvious or direct?

i.e.

I'm a Consular but none of those initial names actually suit to my Character, which would in turn force me into the Sentinel category because that does. I know it's not all set in stone, but just wanting to point out my thinking on the scheme itself.

I'd like to be a Consular but then have a sort of variety of options to go to further my study on the template - but any of the decorative stuff I could perhaps decide for myself or work into my own Role Play.

I know the 'Jedi Techie' was ideally for some of those bonuses you mentioned during the talk, but I think it should be more open to any of the current 'Classes' but taken as an option with a certain restriction else where considering it means dedicating half of someones life training, in that particular area.

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Post by Azrael »

The names chosen at the moment are to serve as 'Umbrella terms' and the 'Prestige class' names are mostly to be refered to on an OOC basis. If your character is a seer, you may end up choosing the 'Scholar' class, due to how it's specialised.
As i said, the names or number aren't FIXED yet as trying to balance three schools of training focussing on physical training, civilian skills and scholarly training so one doesn't glaringly overpower the other with only 18 powers is a touch awkward.
The class count may end up going to 13. It might not. I'm not decided yet as i need to go through the numbers with Ron/Tomoran.
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Post by Amoné Fayden »

The RP is only backed/enhanced by the Template. The Template does not fully direct the RP so don't feel you have to suddenly act different based on your OOC title.

Chose what is best for your character and try avoid leaning too heavily on a "title" to dictate how your character behaves or views the world around them. Like Azrael said, these are mostly for OOC purposes. (Though we all know how much people are influenced by OOC knowledge & titles etc! :P )

If you can't find a game-mechanic template that compliments your role play then stick with "Free" or "No Specialization" until a Class is created that suits you.


At least that's what I'd do!

Since we are limited to 16 slots, it might be worth while to avoid having too many classes similar to eachother (Consular, Illusionist, Seer, Sage, Scholar, Healer) and allow for other specialty classes to squeeze in.

Otherwise, good job.

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Tomoran
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Post by Tomoran »

Rough drafts.

The point is that each class is supposed to be specific towards specific powers:

(Consular, Illusionist, Seer, Sage, Scholar, Healer)

Consular is a blanket term that doesn't specialize in anything in particular. They're just 'force-oriented'

Illusionists specialize in mind tricks and persuasion

Seers have things like foresight and are prone to visions (Note that Seer is not a standard class and should be exceedingly rare ... as Seer's should be)

Healer specializes in ... healing.

etc.

So they're 'similar' but they aren't the same. There are simply some things that people might envision JEDI doing that either a) don't have template powers to excuse devoting classes to them (piloting, wearing boy shorts, etc. ... you can consider these ancillary powers that don't necessarily need classes to reinforce one's ability)
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Post by Amoné Fayden »

How about "Acrobat" which would focus on Jump and perhaps Speed.

I'd love to see a class which focuses more on terrestrial or augmented skills rather than rare or advanced powers while at the same time avoiding going down the combat path of "Juggernaut".

Of course - this is a completely selfish request but others might agree with it! :P

I suppose the best thing to do would be to wait for the full explanation of each class to see what's what before any adjustments are made.

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