Tomoran's Class Revamp (Not Finished)

Post your ideas and suggestions here
User avatar
Tomoran
Exiled
Posts: 1937
Joined: Wed Jun 23, 2010 7:01 pm

Tomoran's Class Revamp (Not Finished)

Post by Tomoran »

For those who wish to keep up to date on the progress I am making on my revision to classes.dat, this topic will not clutter up the other one:

What I have done this morning:

-Established a base stat level that I will use for the progress of all the classes. Every class (with the exception of Jedi Master and Apprentice) will be required to be balanced along the lines of coming up to a grand total that is equal to the others.

Base HP/FP of a level 0 account: 20
Base HP/FP of a level 25 account: 200
Base Force Regen Time of a level 0 account: 1000ms
Base Force Regen Time of a level 25 account: 100ms

-Since HP counts twice effectively (in terms of shields) I am contemplating what kind of point values are fair to grant to all of the stats to make them even. For instance, I think that higher HP classes should suffer a lower force regeneration time due to the boost that shields grant. I'd be interested in hearing from Fabien if there's a similar command for HP Regeneration rates that can be used for this file.

HP/FP rates base by level (decimals rounded):
0 20
1 27
2 34
3 42
4 49
5 56
6 63
7 70
8 78
9 85
10 92
11 99
12 106
13 114
14 121
15 128
16 135
17 142
18 150
19 151
20 164
21 171
22 178
23 186
24 193
25 200

Now, the absolute maximum values that I can make for HP or FP are 250. In all likelihood, there will be classes that max out at 225 or 250 for these values (the intervals of 25 make this very easy math) but you will notice that instead of HP gains being extremely heavy from the 10-15 range that it will be a linear growth all throughout the training. You will also note that this starts accounts at a lower baseline. I don't expect this trend to be popular with everyone but it's a simple and workable system for all classes that ensures that they are all on equal footing.

The Force Regeneration Rates start at 1 a second for a level 0 account (though everybody is 'promoted' to level 1 when they're initiated, so the time they spend at level 0 is almost n/a) with a pool of 20. If they use a power that takes 20 force, they'll need to wait 20 seconds to regain their pool to use it again. This rate continues to climb. By level 14 individuals have 120 Force and Regenerate about 2 a second. Should you somehow exhaust all of your force, you'll have to wait about 60 seconds for all of it to regenerate. Note that meld and heal others will gain great utility above "heal troops forever" or "keep that guardian from ever running out of force" with this system if I keep it. I expect individuals to see these values as too low. I prefer they be conservative so that people have to be thoughtful while playing, instead of being allowed to speed/heal/jump through every obstacle.

I'm starting on the specifics of each class. I'll post an update later.
Image
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
User avatar
Tomoran
Exiled
Posts: 1937
Joined: Wed Jun 23, 2010 7:01 pm

Post by Tomoran »

This is the data as it appears in classes.dat for the Apprentice Class up to level 15, all templates will be exactly the same up to level 15. At 15, all classes will have level 3 of every ability open to them, with 5 in saber offense and defense (as they are unrestricted) the only values I need to change are health/force for classes with nonstandard hp/fp gains. Also, the templates of every other class from level 16-24 need to be made. (At level 25, every class has access to all levels of skills because of how the XP system works right now, I intend to present this change with it not changing how individuals spend XP or what the total available is, if I do intend to make that change, I intend to do it down the line so that everything can be checked as we go)

Code: Select all

// JEDI Classes

Base
{
	// This is the standard stats for all classes.
	//Level1
	{
		minXP			5
		forceTemplateMax	011110000000001550
		forceRegenTime		964
		maxHealth		27
		forcePowerMax		27
	}
	//Level2
	{
		minXP			10
		forceTemplateMax	011111100000001550
		forceRegenTime		928
		maxHealth		34
		forcePowerMax		34
	}
	//Level3
	{
		minXP			15
		forceTemplateMax	111111100010001551
		forceRegenTime		892
		maxHealth		42
		forcePowerMax		42
	}
	//Level4
	{
		minXP			20
		forceTemplateMax	121111101110001551
		forceRegenTime		856
		maxHealth		49
		forcePowerMax		49
	}
	//level5
	{
		minXP			25
		forceTemplateMax	122112101110002551
		forceRegenTime		820
		maxHealth		56
		forcePowerMax		56
	}
	//level6
	{
		minXP			35
		forceTemplateMax	122222101110002552
		forceRegenTime		784
		maxHealth		63
		forcePowerMax		63
	}
	//level7
	{
		minXP			40
		forceTemplateMax	222222202110002552
		forceRegenTime		748
		maxHealth		70
		forcePowerMax		70
	}
	//level8
	{
		minXP			50
		forceTemplateMax	222222202221002552
		forceRegenTime		712
		maxHealth		78
		forcePowerMax		78
	}
	//level9
	{
		minXP			65
		forceTemplateMax	222222212221112552
		forceRegenTime		676
		maxHealth		85
		forcePowerMax		85
	}
	//level10
	{
		minXP			80
		forceTemplateMax	233222212221113552
		forceRegenTime		640
		maxHealth		92
		forcePowerMax		92
	}
	//level11
	{
		minXP			100
		forceTemplateMax	333223212221113553
		forceRegenTime		604
		maxHealth		99
		forcePowerMax		99
	}
	//level12
	{
		minXP			130
		forceTemplateMax	333223213331113553
		forceRegenTime		568
		maxHealth		106
		forcePowerMax		106
	}
	//level13
	{
		minXP			160
		forceTemplateMax	333333313331113553
		forceRegenTime		532
		maxHealth		114
		forcePowerMax		114
	}
	//level14
	{
		minXP			205
		forceTemplateMax	333333313333313553
		forceRegenTime		496
		maxHealth		121
		forcePowerMax		121
	}
	//level15
	{
		minXP			260
		forceTemplateMax	333333333333333553
		forceRegenTime		460
		maxHealth		128
		forcePowerMax		128
	}
	//level16
	{
		minXP			325
		forceTemplateMax	333333333333333553
		forceRegenTime		424
		maxHealth		135
		forcePowerMax		135
	}
	//level17
	{
		minXP			410
		forceTemplateMax	333333333333333553
		forceRegenTime		388
		maxHealth		142
		forcePowerMax		142
	}
	//level18
	{
		minXP			515
		forceTemplateMax	333333333333333553
		forceRegenTime		352
		maxHealth		150
		forcePowerMax		150
	}
	//level19
	{
		minXP			650
		forceTemplateMax	333333333333333553
		forceRegenTime		316
		maxHealth		157
		forcePowerMax		157
	}
	//level20
	{
		minXP			815
		forceTemplateMax	333333333333333553
		forceRegenTime		280
		maxHealth		164
		forcePowerMax		164
	}
	//level21
	{
		minXP			1030
		forceTemplateMax	333333333333333553
		forceRegenTime		244
		maxHealth		171
		forcePowerMax		171
	}
	//level22
	{
		minXP			1300
		forceTemplateMax	333333333333333553
		forceRegenTime		208
		maxHealth		178
		forcePowerMax		178
	}
	//level23
	{
		minXP			1635
		forceTemplateMax	333333333333333553
		forceRegenTime		172
		maxHealth		186
		forcePowerMax		186
	}
	//level24
	{
		minXP			2065
		forceTemplateMax	333333333333333553
		forceRegenTime		136
		maxHealth		193
		forcePowerMax		193
	}
	//level25
	{
		minXP			2600
		forceTemplateMax	555555555555555555
		forceRegenTime		100
		maxHealth		200
		forcePowerMax		200
	}
}
Image
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
User avatar
Tomoran
Exiled
Posts: 1937
Joined: Wed Jun 23, 2010 7:01 pm

Post by Tomoran »

The New Guide to JEDI Classes

For Reference:

Starting Stats for All Characters:
HP: 20
FP: 20
Force Regeneration Rate: 1000ms

Base Stats for All Characters:
HP: +7.2 per level
FP: +7.2 per level
Force Regeneration Rate: -36ms per level

All Initiates start out as ...

Apprentice
Max HP: 200 (+7.2 per level)
Max FP: 200 (+7.2 per level)
Max Force Regen Rate: 100ms (-36ms per level)

The apprentice is generally depicted as a chubby-faced child wielding a training lightsaber with a helmet obscuring half of their face. They are the freshest faces in any Temple and represent the youngest of students who have not yet benefited from direct mentorship. Their understanding of the Force is basic and their capacity in combat is extremely limited. The Jedi Order goes through great lengths to be certain that Apprentices are kept out of actual danger and it is the duty of any and all seniors to protect these individuals should the need arise.

Upon selection by a mentor, and with the permission of the Council, an apprentice moves on to one of three basic paths of study...

Guardian
Max HP: 220 (+8 per level)
Max FP: 180 (+6.4 per level)
Max Force Regen Rate: 120ms (-35.2ms per level)

Guardian is the more control-oriented study path available to Apprentices. Students of the Guardian Path often gain great interest in lightsaber arts and take pride in becoming a potential asset to the Order and stability of the Galaxy as a whole. What they tend to sacrifice in more astute studies of the Force they compensate for with a better understanding of the connection between the Force and self, cultivating in a frame of mind that is ever a benefit to the Galaxy with its many dangers.

Sentinel
Max HP: 200 (+7.2 per level)
Max FP: 200 (+7.2 per level)
Max Force Regen Rate: 100ms (-36ms per level)

The Sentinel is an Apprentice who forfeits either specialty but dutifully trains to gain a better understanding of the Force in whatever fashion best serves their interests. They are often very close to their mentors and emulate figures that came before them, shaping their idea of service to the Order by example rather than ideals. It is Sentinels that can adapt to almost any situation and their flexibility is often crucial to their success.

Consular
Max HP: 180 (+6.4 per level)
Max FP: 220 (+8 per level)
Max Force Regen Rate: 80ms (-36.8ms per level)

Given constant isolation and exposure to materials and nature, some apprentices gain an early infatuation with the divine nature of the Force and seek to understand complex facets of Force Theory that would allow them to manipulate the Force in particular ways. Most of the abilities one would be subject to would almost certainly be taught with a heavy helping of direct mentoring though Consulars are ever curious of the Force and develop a strong connection to it.

After an individual becomes a full-fledged Jedi Knight, they may attempt to specialize more fully along the various paths that Jedi have taken before them...

Sage
Max HP: 150 (+5.2 per level)
Max FP: 250 (+9.2 per level)
Max Force Regen Rate: 50ms (-38ms per level)

Study of the Force is an important part of the life of a Jedi and some embody this constant search for unraveling the mysteries of the Force as a lifestyle, becoming those who constantly mull the theories of the Force and create their own. Sages are usually thinkers who believe that the Jedi Order is best served with knowledge and discovery of the Force, promoting active service seldom but for causes they feel are important.

Since Sages can come from all different walks of life, there is plenty to be said about their mannerisms and teachings. Sages study beyond the Force as it is presented by the Jedi Order, hoping to see various viewpoints to obtain a robust position on how the Galaxy and Force mingle. They are interested in the progress of students but tend to answer questions in ways that serve to only confuse students, either with riddles or simple, absolute responses. They are often skeptical of the choices of others in terms of Force usage or study but ultimately never intend for anything less than the well-being of the Jedi Order.

Masteries:
Force Hold
Force Lightning

Healer
Max HP: 160 (+5.6 per level)
Max FP: 240 (+8.8 per level)
Max Force Regen Rate: 60ms (-37.6ms per level)

An ancient and important function of the Jedi Order, healers are a dedicated sect that either mix traditional medicine with Force study or approach their usage of the Force from a deeper standpoint, becoming adept in using energy to mend the wounds of other sentients. Their traditions have spanned almost the entire life of the Order and they maintain a 'Circle' within the Order that regulates permissions and teachings.

As the Order seeks to preserve life, healers are dispatched to many places for many reasons with the ultimate intent of upholding the tenets of the Light Side of the Force. This takes healers to dangerous places and puts them in the way of unfriendly beings from time to time but there are few so dedicated as healers and their training makes them able-bodied vessels for supporting others or doing as the Council wills on their own.

Masteries:
Heal Others
Force Meld

Illusionist
Max HP: 170 (+6.0 per level)
Max FP: 230 (+8.4 per level)
Max Force Regen Rate: 70ms (-37.2ms per level)

A less orthodox field for the Jedi Order, Illusionists are individuals who prefer to avoid direct confrontation and learn to elude even the most observant of beings, sensitive or not-sensitive alike. Their teachings span ancient techniques that have been used by Force Sensitives to bend light and obscure the workings of security systems to go where they please. Though some Jedi chastise Illusionists for having a shaky foundation of morals there are few so long-winded or contemplative of the morality of Jedi and their actions have great purpose that seek to uphold the ideals of the Order.

As an aside of their training, most Illusionists gain a powerful understanding of perception and their path often endears them to the thoughts and emotions of others, causing an even greater need for discretion, making the road an illusionist walks a constant balancing act, striving to never cross the border of using their powers to held all living beings to help only themselves.

Masteries:
Mind Trick
Sense

Lore Keeper
Max HP: 190 (+6.8 per level)
Max FP: 210 (+7.6 per level)
Max Force Regen Rate: 90ms (-36.4ms per level)

Ever intent to learn the intricacies of the Galaxy, Lore-Keepers traditionally spend great amounts of time in the Archives learning the cultures of other beings, understanding the history of many worlds and are ever curious to disseminate a good holobook or holocron in their time. Because of their training and study, Lore Keepers become generally well-spoken and enlightened. They commonly use their training in the form of acting as Diplomats and Mediators.

They have a fairly traditional view of Jedi Training and the Order, finding punctuality an important part of life for themselves and students alike. Their attention to detail is remarkable and complex problems are the greatest lures to get a Lore Keeper to action.

Masteries:
Push
Pull

Watchman
Max HP: 210 (+7.8 per level)
Max FP: 190 (+6.8 per level)
Max Force Regen Rate: 110ms (-35.6ms per level)

A Watchman works alongside the Order and a government body. They are interested in promoting security and safety of the people of that planet or sector. Though Jedi work tends to manifest itself in all scopes of investigation, a Watchman is generally involved with the most important and dangerous matters, necessitating training that will make them prepared to deal with pirates, criminals, mercenaries and the like.

A Watchman places a great deal of focus into working with other security forces and precise saberwork is an absolute necessity in their profession. They tend to be dutiful individuals who are subservient though not submissive.

Masteries:
Force Heal
Force Jump

Warden
Max HP: 230 (+8.4 per level)
Max FP: 170 (+6.0 per level)
Max Force Regen Rate: 130ms (-34.8ms per level)

Wardens are Jedi who devote their training to protecting their brothers and sisters from the Dark Side. Their training takes them dangerously close to the Dark Side at times, making the mixed backgrounds of the Wardens include individuals who have overcome the lure of the Dark Side among other tragic stories. Seldom is an individual primed for the life as a Warden as a student, most begin their training as a Knight though Wardens always place importance in strong ideals and strong saber work.

Wardens place a great deal of importance on conducting themselves as average Jedi. They tend to build strong friendships and will generally deny any particular slant of their training as it is often seen as dangerous by others.

Masteries:
Force Absorb
Force Slow

Peacekeeper
Max HP: 240 (+8.8 per level)
Max FP: 160 (+5.6 per level)
Max Force Regen Rate: 140ms (-34.4ms per level)

Peacekeepers are an ancient distinction of Jedi that value the position of Jedi as arbitrators of peace through order and security. In the Order, they are primarily tasked with protecting students and archives data, though this particular job falls on the shoulder of all Jedi. In addition, they make it their business to pursue work that particularly deals with coming into contact with violent criminals, making them experts at using the Force to avoid or diffuse harm. They are very commonly known throughout the Galaxy as defenders of the everyday sentients and generally viewed by their enemies as the most unfortunate foe imaginable. Few are so well-trained and prepared for their job, but the life of a Peacekeeper is about constant training, sometimes to the effect of having to negate constant inquiry into the nature of the Force to protect the here and now of all beings.

Masteries:
Force Protect
Force Speed

Battlemaster
Max HP: 250 (+9.2 per level)
Max FP: 150 (+5.2 per level)
Max Force Regen Rate: 150ms (-34ms per level)

Battlemasters are the premier saberists of their generations. They are unmatched on the training mat and tend to go on to lead lightsaber instruction for students that come after them. Though not trained in Force usage, their preferences involve abilities that can be used in tandem with the lightsaber.

Battlemasters are few and their training tends to focus on the strength of the individual. They push themselves to the very edge and as a result they sacrifice a strong connection to the Force for an unmatched physical mastery.

Masteries:
Force Rage
Saber Throw

Some Jedi Knights prefer to personalize their understanding of the Force ...

No Specialization
(Unlimited Template, Restricted to Level 22 Max or 1300 XP)
Max HP: 178 (+7.2 per level)
Max FP: 178 (+7.2 per level)
Max Force Regen Rate: 208ms (-36ms per level)

Jedi who honor the Order and serve the Galaxy gain insight beyond that of most beings, rewarded for their efforts ...

Jedi Master
Max HP: 250 (+9.2 per level)
Max FP: 250 (+9.2 per level)
Max Force Regen Rate: 50ms (-38ms per level)

---

Obviously I need to write out the descriptions for the 'specialized' classes but here's some numbers for you all to chew on.

-Ron
Last edited by Tomoran on Sun Sep 25, 2011 3:45 am, edited 2 times in total.
Image
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
Sebastin Creed
Lost One
Posts: 5052
Joined: Thu Jan 31, 2008 1:31 pm
Location: Atrisia, one with the Force.
Contact:

Post by Sebastin Creed »

This all sounds really good Ron, I'd like to read more on your ideas for the specialist classes themselves and how the powers work (I know that needs deep consideration, happy to join any discussions you have on it) - but so far the numbers seem sound and practical.

Brilliant.

|Padawan(s): Olim Adasca|Rita Sandria| Kantha Maitri|Shaok Panek|Kajuun Mujai|Jago Mirax|Jerex Sol

Alkur Tekeil
Exiled
Posts: 1362
Joined: Mon Apr 07, 2008 1:34 pm

Post by Alkur Tekeil »

I've gotta be the RP troll here...

A sage, scholar, healer, watchman and even illusionist sort of make sense in a role playing capacity... But what sort of Jedi would be a warden, champion and vindicator be?
User avatar
Tomoran
Exiled
Posts: 1937
Joined: Wed Jun 23, 2010 7:01 pm

Post by Tomoran »

Alkur Tekeil wrote:I've gotta be the RP troll here...

A sage, scholar, healer, watchman and even illusionist sort of make sense in a role playing capacity... But what sort of Jedi would be a warden, champion and vindicator be?
The names are works in progress at this point.

My idea for Watchman was for them to be sort of individuals who had specialized in skills to make fieldwork palatable. Heal, Protect, Jump ...

Whereas Vindicator was a term I composed for an individual who has specialized in defense against Force. The problem being obviously that our timeline makes powers like absorb kind of flavor since we're not supposed to run into many dark force users (even if every mission has a dude with a goatee serving this purpose)

Champion was essentially supposed to be another name for a Lightsaber Instructor or a Jedi who was promoted through civil service through military efforts or studied the viewpoint of those Jedi of old. Not a 'soldier' but a Jedi who had become aware of tactics and working with civilian personnel.

Warden is a prototype name for an individual between Guardian and Sentinel. They are essentially control-power oriented and my vision of them was to be individuals who were fascinated with the Force on a natural level.

As I go through and write/re-write all of the descriptions for the classes, I might come up with new, more general or specific names that fit their templates and preferred powers. By no means is anything I am submitting final at this point. I'm peeking through materials to try to get some better insight on names, though.
Image
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
User avatar
Amoné Fayden
Lost One
Posts: 1159
Joined: Sat Jan 08, 2011 1:55 am
Location: Rori

Post by Amoné Fayden »

I think it was mentioned elsewhere that these are purely OOC titles. However, we all know how often OOC titles, merits and occupations find themselves squeezed oddly into RP in a manner that makes no sense.

Tomoran mentioned before that there would be little point in including titles that cannot be enforced or keyed towards a specific JKA Force Power. ("Pilot" was his example.)
Though arguably the same could be said for "Scholar" or "Sage".

So I guess the choices are:

1) Firmly enforce that these titles are 100% OOC and anyone trying to parade around in-game boasting that they are a "Jedi Watchman" should be slapped with a large wet fish.

2) Bang your head against a wall trying to think of a decent title that is both safe and enjoyable to use in an RP capacity.


I vote we go option 1 as I never did like people walking around saying "I am a Guardian" or "I want to be a Sentinel". Any in-game titles should be granted for RP jobs such as "Archivist" or "Head of Security".


As for the templates themselves, I feel the Force regen rates are perhaps a tad too low given the sorts of exercises people are put through (Large Jump courses, impossible Simulations against 40 NPCs with repeaters, etc).

Beyond that, I'm liking what i'm seeing so far.

Image
Human/Zabrak | Jedi Knight | Padawan: Kieran Orion

User avatar
Tomoran
Exiled
Posts: 1937
Joined: Wed Jun 23, 2010 7:01 pm

Post by Tomoran »

Frankly, I think conforming to a game that has a lower force regeneration rate, forcing all of us to think about how we approach things differently (in terms of exercises and simulations, how our characters approach situations, etc.) is the way that I would prefer this for now. The numbers work solid right now. if I punch the base force regeneration rate down, I will have to get really fuzzy with the conversion rates.

Maybe make friends with one of the 4-5 friendly Knights who know Force Meld?
Image
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
User avatar
Amoné Fayden
Lost One
Posts: 1159
Joined: Sat Jan 08, 2011 1:55 am
Location: Rori

Post by Amoné Fayden »

I'm all up for reducing it somewhat!
Don't get me wrong. I've sparred against heal spammers and it's quite tedious.

But as a student who's often at the receiving end of the Knight's sadistic courses and simulations, making it more difficult to tackle already nigh-impossible odds is going to be plenty frustrating for everyone.

So long as Knights and event holders are aware of the new handicaps and tune down their game, things should meet in the middle.
I just forsee a very boring time in Jump courses, having to wait 20-30 seconds between each jump for Force to regenerate.

There's balancing game play / adding consequences and then there is sapping the life out of practical activities.

But hey, nothing's perfect on the first try and there will no doubt be many suggestions and changes made once it's rolled out to the masses.
Thankfully it's just a .dat file and does not require a new build of RP mod. :)

Image
Human/Zabrak | Jedi Knight | Padawan: Kieran Orion

Sebastin Creed
Lost One
Posts: 5052
Joined: Thu Jan 31, 2008 1:31 pm
Location: Atrisia, one with the Force.
Contact:

Post by Sebastin Creed »

Hmm, I do understand that most of the names suggested are mostly OOC titles but I'm happy to try help come up with some RP friendly alternatives if enough people care about it.

I admit, I'd like to have a 'Path' to walk which is known out there in RP world or at least an area of study which we can 'talk about' openly.

|Padawan(s): Olim Adasca|Rita Sandria| Kantha Maitri|Shaok Panek|Kajuun Mujai|Jago Mirax|Jerex Sol

User avatar
Tomoran
Exiled
Posts: 1937
Joined: Wed Jun 23, 2010 7:01 pm

Post by Tomoran »

As a man who loves having the right word for the moment, I assure you I will be going over the 'names' for a bit.

As for the regeneration ... if it were up to me, people could 'boost' regeneration by 'meditating' but gotta take things one change at a time. For reference:

Full Height Jump Level 1: 38 Force Energy
Full Height Jump Level 2: 26 Force Energy
Full Height Jump Level 3: 30 Force Energy

And this is for 'full height' which most jumps won't require.

Maybe people will have to tighten it up. I love a good challenge.
Image
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
Alkur Tekeil
Exiled
Posts: 1362
Joined: Mon Apr 07, 2008 1:34 pm

Post by Alkur Tekeil »

Name a game that has class titles (or equivalent) that are purely OOC/game mechanical.

If there is no IC purpose, I propose that we rename the classes to "Class #", starting with one, and continuing based on the level requirement of how the Healing ability is unlocked.
User avatar
Tomoran
Exiled
Posts: 1937
Joined: Wed Jun 23, 2010 7:01 pm

Post by Tomoran »

-Champion Class Name changed to Battlemaster
Image
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
User avatar
Ametha Tasia
Lost One
Posts: 979
Joined: Fri Aug 07, 2009 8:38 am
Location: Jedi Enclave of Alzoc III

Post by Ametha Tasia »

Looking great so far, and really don't care about the names- they're just OOC titles to me.
Image
|age_48|height_1.72m|weight_64kg |race_mirialan|mentor_aknaross.myotis| padawans_serris.k'ral/oberon.pentari/voth.ahkrin|
User avatar
Tomoran
Exiled
Posts: 1937
Joined: Wed Jun 23, 2010 7:01 pm

Post by Tomoran »

The names are important to me. The RP Background of the classes and an individual adhering to at least a basic understanding of the specialization they choose, if they choose one, is important to me. The classes are an effort to provide an additional way to give detail and thought to characters and their progression.
Image
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
Post Reply