Table of Contents

CF2 Classes

Classes primary set a role to play. They offer special abilities and skills which distinguish them from other classes.


Issue: Classes don't have any real distinctions at the moment.

The only difference is the starting equipment.

Where is the role playing part if a barbarian is able to become a mighty spell caster; or a sorcerer a skillful sword fighter?

Solutions Ideas

Rework class into a categorisation system similar to Dragons

Idea

Simlar to how dragons work, replace class as an attribute of the character with something like a title. “You are what you do” will be the new motto. Players will start of more generic and grow into their classes. Guilds can be the major system to step players through their development into a class (see guilds).

Strengths
Weaknesses

Focus classes on specific skills by making skills more difficult to acquire

Strengths
Weaknesses

Make classes gain or start with a permanent specialization

New Classes

Limit to association with skills that currently aren't associated with a class

Project (this can probably be on a different page now

Goal Progress
Draw unique class images Underway
Digitise and include in archetypes as png Nil
Archetype for starting config Nil
Create [:classes] entry here: [classes:rangers] Nil
level ranger and modify [skills:missile_weapons] to make archery viable and fun Nil