Monday, October 1, 2007
My favorite part of the game so far is the tactical map + weapon system. I won't talk about it right now, though, because I figure I have the most to say about the Classes.
In this design, I wholeheartedly embrace the ethic that Class Abilities are things that no one else is able to do (instead of doing the things that everyone can do but better). I think that these areas of 'breaking the rules' are the grabby parts of the system. By defining them, you not only remind people of what the rules ARE but also what they could do differently.
This doesn't mean, however, that there can't be some formula for defining the Classes - at least, not in my mind.
Here's the rubric I think I'd use at this point to create a Class:
1 One Ability that alters the Rules Drastically
2 One Ability that works with the Weapons Rules
3 One Ability that works with the Arenas Rules
4-5 Two Abilities that increases the Flavor of the Class
I'll come back later with an example of how I'd rework one of the Classes with this model (or simply demonstrate its efficacy).