Some things are a given, of course it's difficult to do here a summary of all the principles behind the design of the class system for DA. First and foremost, because we are just making assumptions.
The original roster comes with its own symmetry, custom content creators should aim to mantain such feature when adding new classes.
I'm calling the specializations advanced classes because it's the name I found in the toolset wiki for them, doesn't imply anything particular.
classes have their own spot in the DA setting. Introducing new classes is like introducing new pieces of lore. Druids hunted by the Chantry? Maybe. I wouldn't go into details regarding lore. Unless official lore is introduced without a counterpart in the game system, it's up to each individual module designer to do what he likes more in terms of lore, once the game system asset is brought in by the cc creators.
On Druids: one thing that is difficult to consider now is if there are already characters that can be clearly identified as "druids" in the setting, but without a corresponding class in the rule system (mages hunted by the Chantry living in a community hidden in a forest... I'd bet on it). Introducing a Druid class would mean either reinventing what a druid is, or creating some unwanted incoherent effects. The official druid-like character with a place in DA lore against the Druid classed character somewhere else... similar, different?
Anyway....
Base classes: Warrior, Mage, Rogue,
DruidAdvanced classes for Druid:
Herbalist,
Shaman,
MonkAdvanced classes for Mage: Shapeshifter, Spirit Healer, Blood Mage, Arcane Warrior,
ArchmageAdvanced classes for Rogue: Assassin, Bard, Ranger, Duelist,
TinkererAdvanced classes for Warrior: Berserker, Templar, Champion, Reaver,
SharpshooterWith the "magical" Rogue/Trapmaker role covered by the Tinkerer, this scheme would be two classes away (for Druid) to become the skeleton of a project for wannabe custom content creators.
Beastmaster?
Modifié par Wizbane, 01 novembre 2009 - 08:59 .