Difference between revisions of "Mage Wars RPG Classes old"

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#'''"Monk:"''' or rather a character class that uses martial or hand-to-hand combat. This class is going to be focused around a single stat(to the exclusion of all others), and will use martial weapons as well as empty-handed techniques. Also essential the class must be able to jump in the air and throw two fireballs. The class will NOT be called monk.
 
#'''"Monk:"''' or rather a character class that uses martial or hand-to-hand combat. This class is going to be focused around a single stat(to the exclusion of all others), and will use martial weapons as well as empty-handed techniques. Also essential the class must be able to jump in the air and throw two fireballs. The class will NOT be called monk.
 
#'''Alchemist''' a class based around using potion weapons. They will be able to conjure potions(rather than having to brew all of them) and have an effect that lets them cast "buff" potions on friendly targets.
 
#'''Alchemist''' a class based around using potion weapons. They will be able to conjure potions(rather than having to brew all of them) and have an effect that lets them cast "buff" potions on friendly targets.
 +
#'''Madrigal:''' the Madrigal is effectively the "bard" class of the game, but not really. They use dance to cast buff and AOE spells and sing to cast offensive spells. The Madrigal does not use mana, but rather has abilities based on whether or not he finishes his song and dance. A dance might have one effect that happens while it is being preformed and another that triggers if it is successfully completed. The Madrigal can sing and dance at the same time.
  
 
==Core Proficiencies==
 
==Core Proficiencies==

Revision as of 18:40, 23 April 2013

This is a list of character classes for the Mage Wars RPG.

Base Classes

Based on the precepts of the Mage Wars, most classes fall into one of two categories: sword, or sorcery. Others seek to blend the two, these are unimaginatively-named "hybrid" classes.

Sword Classes

  1. Warrior: Warriors are the basic sword-only class(though they have access to all weapons). Warriors cannot, by default, use any form of magic. They can wield magical items but cannot use scrolls or wands.
  2. Rogue: Rogues will function significantly differently than in other MMOs, with less of a focus on stealth. The rogue in MRPG is the jack of all trades and the master of none, his main focus in fighting is on evasion and damage-reduction. He cannot use magic but has a knack for working magical devices. He can be stealthy, but stealth is less of a focus in this game.
  3. Ranger: The ranger has a focus on(obviously) ranged weapons, with most of his skills and abilities focused around dealing damage from far away. The ranger, like the rogue, employs some stealth in order to avoid detection and escape sticky situations.

(Note: Through the use of proficiency-trades, these three classes are essentially inter-changeable, allowing the player to make any of the three out of one of them, or mix and match to develop a play style they enjoy.)

Sorcery Classes

  1. Endo-Mage: The Endo-Mage gathers power from within themselves and focuses it into spells dealing with the four inner focal points. Specifically, Light, Dark, Mind, and Life.
  2. Exo-Mage: The Exo-Mage takes energy from the world around them, with a primary focus around the four cardinal elements. Specifically Earth, Fire, Wind, and Water.
  3. Auramancer: The Auramancer is a mage who's skills are focused entirely around restoring and preserving life. While other classes have some healing ability, the strongest and most useful spells belong to the Auramancer.

Hybrid Classes

  1. Paladin: The Paladin is a holy warrior fully devoted to good. He uses powerful weapons, holy spells, and raw courage to prevail in a fight.
  2. Battling Sorcerer: Blending magic with the sword, Battling Sorcerers use weapons and melee combat to deal maximum damage.

GM Class

Pimp: A reserved class made specially for developers and GMs, pimp is probably going to be made into a backronym sooner or later. The class essentially has the ability to use facets from all other classes and has no facet penalty. In addition, they have all proficiencies.

Planned Expansion Classes

  1. Necromancer: The Necromancer commands the undead and uses powerful and unique magics in battle. Necromancer will be a Sorcery class.
  2. Raw-Form Caster: The Raw-Form caster gathers up the most primal from of magic and turns it into a weapon. Raw-Form will be a Sorcery class.
  3. Cleric: At some point I would also like to add clerics to the game. The LifeBringer is more focused around healing and support, the paladin is focused on offense. The cleric will be a midpoint between the two. Cleric will be another Hybrid class.
  4. Barbarian: mostly because Mike likes barbarians. The Barbarian will be a more focuses Sword class, a sort of non-magical equivalent to the Exo-Mage.
  5. Ecomancer: a type of mage that practices plant and animal magic. This will be another hybrid-class and probably come along with Twilight of the Necromancer. maybe we'll add a few other 'mancies' at the time.
  6. "Monk:" or rather a character class that uses martial or hand-to-hand combat. This class is going to be focused around a single stat(to the exclusion of all others), and will use martial weapons as well as empty-handed techniques. Also essential the class must be able to jump in the air and throw two fireballs. The class will NOT be called monk.
  7. Alchemist a class based around using potion weapons. They will be able to conjure potions(rather than having to brew all of them) and have an effect that lets them cast "buff" potions on friendly targets.
  8. Madrigal: the Madrigal is effectively the "bard" class of the game, but not really. They use dance to cast buff and AOE spells and sing to cast offensive spells. The Madrigal does not use mana, but rather has abilities based on whether or not he finishes his song and dance. A dance might have one effect that happens while it is being preformed and another that triggers if it is successfully completed. The Madrigal can sing and dance at the same time.

Core Proficiencies

Warrior

  • Special Proficiency, Melee
  • Weapon Proficiency, Bladed
  • Weapon Proficiency, Blunt
  • Weapon Proficiency, Ranged
  • Weapon Proficiency, Martial
  • Shield Proficiency
  • Armor Proficiency, Chain
  • Armor Proficiency, Plate

See: MRPG Warrior

Rogue

  • Special Proficiency, Melee
  • Weapon Proficiency, Bladed
  • Weapon Proficiency, Martial
  • Armor Proficiency, Leather
  • Armor Proficiency, Chain
  • Special Proficiency, Stealth
  • Special Proficiency, Dodge
  • Special Proficiency, Evade

See: MRPG Rogue

Ranger

  • Special Proficiency, Ranged
  • Weapon Proficiency, Bladed
  • Weapon Proficiency, Ranged
  • Armor Proficiency, Leather
  • Armor Proficiency, Plate
  • Shield Proficiency
  • Special Proficiency, Dodge
  • Special Proficiency, Evade

See: MRPG Ranger

Exo-Mage

  • Magic Proficiency, Earth
  • Magic Proficiency, Fire
  • Magic Proficiency, Wind
  • Magic Proficiency, Water
  • Special Proficiency, Evade
  • Scroll Proficiency
  • Lore Proficiency
  • Transcription

See: MRPG Exo-Mage

Endo-Mage

  • Magic Proficiency, Light
  • Magic Proficiency, Dark
  • Magic Proficiency, Mind
  • Magic Proficiency, Life
  • Special Proficiency, Evade
  • Scroll Proficiency
  • Lore Proficiency
  • Transcription

See: MRPG Endo-Mage

Auramancer

  • Magic Proficiency, Life
  • Magic Proficiency, Death
  • Magic Proficiency, Change
  • Magic Proficiency, Mind
  • Special Proficiency: Aura
  • Special Proficiency, Evade
  • Lore Proficiency
  • Transcription

See: MRPG Auramancer

Paladin

  • Armor Proficiency, Plate
  • Weapon Proficiency, Blunt
  • Weapon Proficiency, Ranged
  • Weapon Proficiency, Bladed
  • Shield Proficiency
  • Magic Proficiency, Holy
  • Magic Proficiency, Life
  • Magic Proficiency, Light

See: MRPG Paladin

Battling Sorcerer

  • Magic Proficiency, Dark
  • Magic Proficiency, Change
  • Armor Proficiency, Leather
  • Weapon Proficiency, Bladed
  • Special Proficiency, Evade
  • Scroll Proficiency
  • Lore Proficiency
  • Transcription

See: MRPG Battling Sorcerer


Note: Lifebringers are considered Endo-Mages for the purpose of attack dice, Paladins and Battling Sorcerers use the melee dice.

Class Roles

A concerted effort will be made to avoid the traditional "unholy trinity" of the MMO genre, that is Tank, Healer, DPS. Instead, the game will follow a system whereby different classes are better at fighting certain types of mobs(Steel against Steel, Magic against Magic). Quests will set up to use varying mob types to encourage players to balance out their parties.

Additionally, certain classes will excel at some types of combat. Exo-Mages specialize in AOE, Warriors are max DPS, and rangers are, well, the masters of ranged combat. The Lifebringer(and someday cleric) classes focus on healing and temporary enchantments(buffs), but the ability to self-heal and self-buff will make them competent soloers. Other casters, like Endo-Mage deal excessive magical damage. The hybrid classes(Paladin and Battling Sorcerer) are designed to strike a balance between melee and magic, making them the most effective overall, but failing in some key areas.

To help encourage class-diversity, numerous dungeons will be created that give advantage to one class over another(Example: a dungeon full of magic-resistant mobs will wreck a spellcaster but be easy for a warrior). Meanwhile a high AC-mob will be easier to take down with magic.

Over all, the game will be structured to provide some advantage to the melee classes(Warrior, Ranger, Rogue). Each battle should essentially be a microcosm for the whole war: the soldiers clear the way for the mages to do battle.

Changing Classes

Possibly some mechanism should be created to allow the player to change classes either at will or through some complicated process.

See Also