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New Classes?
Posted: Wed Jul 14, 2010 8:27 am
by Ruluk
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.
Posted: Wed Jul 14, 2010 8:32 am
by Phillip Braden
I think it's all set up, but not in that much detail.
Re: New Classes?
Posted: Wed Jul 14, 2010 8:52 am
by Ethan Kase
Ruluk 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 respect your viewpoint but I very much disagree with this, I think it's good if your character can progress to choose for himself his class, since when they are initiated most are young or inexperienced, but I do agree to add more advanced classes later.
Posted: Wed Jul 14, 2010 9:40 am
by Alkur Tekeil
In KOTOR2, they were called prestige classes, which were based off the SWRPG system, and there was only another six.
Two for each class, which was basically chosen for you based on your alignment in the game.
I'm having trouble grasping how you came up with an additional nine classes, because that would be stretching things a bit thin, in that it would be very difficult to have nine separate, and distinct classes.
I'm not a fan of the class system, nor the suggested species trait system, and my assets and burdens idea was shot down. So I'm gonna go...
Posted: Wed Jul 14, 2010 9:47 am
by Phillip Braden
I see nothing wrong with what we have now, just pick the powers that fit the path you wanna follow the most when you or if you reach knighthood,
Watchman(sentinel): Cloak, sense, Jump, throw, Protect.
Sage Master(counsular): Heal, Heal others, Force meld, core powers, defence, Absorb, Protect.
War master(guardian): Saber throw, offence and defence, Push, pull, storm, Hold, Absorb.
Posted: Wed Jul 14, 2010 10:02 am
by Aslyn Denethorn
No, no and no

Posted: Wed Jul 14, 2010 10:07 am
by Phillip Braden
Go to hell JK <3
Posted: Wed Jul 14, 2010 12:00 pm
by Ametha Tasia
I'd prefer Alkur's assets and burdens idea, but other than that...I'm not a big fan of further class restrictions that ignore character individuality- the current class system is barely tolerable due to several Rp-issues arising from it and its misinterpretation.
Posted: Wed Jul 14, 2010 12:04 pm
by Delmi N'jork
There's absolutely nothing wrong with the class system we have now. Just keep it the way it is.
Posted: Wed Jul 14, 2010 12:06 pm
by Maloush
Aslyn wrote:No, no and no

Posted: Wed Jul 14, 2010 12:08 pm
by Daereon
I have to agree personally. I mean there is nothing wrong with coming up with new ideas, but if what we have is working just fine then why change it?
Posted: Wed Jul 14, 2010 12:09 pm
by Maloush
If it ain't broke, don't fix it.
Posted: Wed Jul 14, 2010 12:12 pm
by Alkur Tekeil
Aslyn wrote:No, no and no :P
What he meant, Phillip, is that the class doesn't define the character. And such trappings can, and do, limit a player's potential to role play.
Maloush wrote:If it ain't broke, don't fix it.
My issue with it is that it has the potential to be misinterpreted, as I stated above. Its not broken, just has a really wonky way of getting around.
Posted: Wed Jul 14, 2010 12:28 pm
by Sared Kilvan
Posted: Wed Jul 14, 2010 1:13 pm
by Aayla Vigil
You are all supposed to RP your class out, without relying on game mechanics.
Guardians, Consulars and Sentinels are actually there, and occasionally they are RPed, but rather than choices they are something you can address to a character, after viewing his/her personality, traits, activities, etc.
Guardians and Consular may certainly remark their special abilities more than sentinels, but as bottom line, it's the way you RP that builds your character.