Introduction- The "classless" forums inside torchmodders (http://torchmodders.com/forums/classless-character-concept-(new)/) are now moderated by Lolesch
- This write-up is a "fork" from gytfunke's "classless character" concept, to try and outline a development direction for such a mod to end-up with a working "proof of concept" (POC) custom class that uses the mechanics described here.
Skill SystemYou are your skills- LOTS of passive and active skills (more than a hundred for the full mod) to choose from so you can become whatever you want
- To minimize dev work for the POC, just rework existing skills from the vanilla classes
- Because there will be so many skills, actives will have much less than 15 levels per skill (not more than 5 levels)
- To prevent getting OP too fast, passives can have more levels
Skills are Stat-drivenSkills, and the levels within each skill, are unlocked by...
1. Having a certain number of points in a certain stat, or combination of stats
2. Having a certain number of skill points invested in the "tree" of the skill you want
- I believe this is needed to force just a little bit of specialization (rather than just jumping around among the skills to become a jack-of-all-trades). The number of points required can be set so it's not too high anyway.
- This means we will end up with many, many skill trees also, which is a UI challenge
So if you are aiming for a certain set of skills you have to invest your stat and skill points accordingly to eventually unlock those skills.
Skill book?One idea from gytfunke's original concept was to make the player "equip" the skills into a limited number of slots (like spell slots in vanilla tl2). Gytfunke was thinking...
- You can only equip skills inside a town. So if you die in the wild because you had the wrong skills, you can only change your skill load-out only when you resurrect in town.
- The idea was to try make multiplayer more fun because players will have to decide who will equip what as a team before they go out to the wild
Personally i like this idea. But to keep initial dev simple, it can be left out at the start
StatsFor dev simplicity, start working with the vanilla TL2 stats. We can keep the vanilla "curves" which each stat uses, or change to use other custom curves
- Strength
- Focus
- Dexterity
- Vitality
for the full mod, this stats set-up can be modified
- custom curves
- totally new stats
Earning stat and skill points- for dev simplicity, stat points and skill points can still be earned by increasing your XP and fame
- are other point-earning mechanics possible? Is this needed/wanted?
The player character- for the POC i dont think any changes are needed to the player characters, but that can be revisited as the mod's "personality" stabilizes