Posted: Wed Jul 14, 2010 7:13 pm
ditto.Delmi wrote:There's absolutely nothing wrong with the class system we have now. Just keep it the way it is.
ditto.Delmi wrote:There's absolutely nothing wrong with the class system we have now. Just keep it the way it is.
This. If I wanted to play the SWRPG, I'd play the SWRPG.Ethan Kase wrote:ditto.Delmi wrote:There's absolutely nothing wrong with the class system we have now. Just keep it the way it is.
In game Ergo is a Sentinel, but by all RP accounts he is a Guardian.Azrael wrote:. With that said it 'should' be quite reasonable to have a character that is, according to the game, a Guardian and yet in the RP itself is a Consular, athough you never see that happen.![]()
You actually do get to choose what your Jedi well do specifically after your knighted. One of the things I heard you can be is a shadow. Ofcourse it doesn't replace the regular classes as far as points and templates go but it's still pretty coolRuluk wrote:Well, for all the time being here I haven't heard of this specific variation of this classes suggestion, so here it goes...
I love KOTOR, and this is taken from KOTOR2. In that game, at the start you choose the same as in our current class selection (though it isn't really that similar in stats and stuff). Then, you advance through the game, do your stuff, choose your side, and eventually you get to the point in which you can choose a new class. If you're dark side, it is Sith Assasin, Sith Marauder, and Sith Lord. If you're light side, it's Jedi Watchman, Jedi Weapons Master, and Jedi Master.
That could be translated into JEDI in this way: When you get to knight, you get to make a new choice from three new classes. All these three depend on the initial class that you chose, i.e. three classes for guardian, three for consular, and three for consul giving 9 new classes to choose from, and you could still have the option to not choose any and continue with the basic one. It would be 12 including the basic ones.
Which classes? Which stats? I've not thought that far, and I won't if this suggestion isn't liked.
I tip my hat to you good sir.Ergo Stomi wrote:In game Ergo is a Sentinel, but by all RP accounts he is a Guardian.Azrael wrote:. With that said it 'should' be quite reasonable to have a character that is, according to the game, a Guardian and yet in the RP itself is a Consular, athough you never see that happen.![]()
This I think is spot on. I mean, I've dubed Kaelen as an Infiltrator and have geared my RP accordingly. This, as far as I'm aware, is a made up title but it suited the type of RP I wanted to do and gave my character a little uniqueness. As far as i'm concerned, that is my 'class'.Johauna Darkrider wrote:I don't think more ingame mechanics are needed. Who our characters are should be defined by how they act and how they are portrayed in RP, not by game mechanics.
I actually like the species system more than my own suggestion. It's just that these three classes seem to be rather limiting. I'm not a member, but I don't need to be one to know that many members want these things changed, like force cost of force jump lowered and stuff.Ametha Tasia wrote:That's why I'd recommend transitioning into a species system, as the classes system is too limiting and currently, only a few Jedi actually fit their Rp-mod class.
In the movies there was no such thing as classes and the like- you can't really bog down every single character to a single class. That's why the current system seems lacking and driving people into decisions made for the sake of pure gaming rather than Roleplay.
Have you ever thought of the possibility to simply remove all and every underwater damage, and letting RP handle the rest?Kael Sekura wrote:The only things difficult to RP currently are things the game mechanics force on you, like under water breathing for some species.
Yes this has been brought up several times. I was simply stating things as they are currently. Everything is easily squared away with simple RP bar certain game mechanic things like waterbreathing. As you say however above ^ that is one option yes.Ruluk wrote:Have you ever thought of the possibility to simply remove all and every underwater damage, and letting RP handle the rest?
Hmm, not very constructive. Try again?Phillip Braden wrote:Getting rid of the restrictions is bad, so this idea is really really bad, NUFF SAID.