This is just an example, one of many. I always intend to play my character as a "knowledgeable" mage that has an acquired skill-set in comparison to one that is derived from talent, like other characters do. An example of that would perhaps be Heero's character Yugi, which he likes to play as a prodigial youngster, close to a genius (under my impression).
Others would perhaps like to play their characters as mages with a much better grip on what magic is and how it works, perhaps with a much higher focus on the malleability and versatility of single spells. This is just an idea which I thought about whilst encountering many, ability-specific comments that were supposed to make characters unique but are not systemized in any way.
Now, would it not be cool to HAVE such a thing be defined by a small system. Something like a character perk, that allows mages to CHOOSE from a set of, for the lack of a better term, "classes", that have little to do with physical strength in relation to magical strength, but simply determine what kind of mage they are. Perhaps have a set of different classes that can be added or subtracted to? Here's my unworked out example of what that MIGHT look like.
Do NOT comment on details of the sample system. I repeat, do NOT comment on details of my sample.
- Mage Classes:
Wizard: Mages of acquired knowledge. The scholars, teachers, masters and educated portion of the populace. In old age they are philosophers, scientists and analysts always prepared for the novel and unseen of the world. In young years, they were the bookworms, the studious, the often introverted that kept to themselves, learning and studying the theories of magic.- Benefits: Due to their scope of knowledge when it comes to magic, Wizards start with an additional rank slot for every rank that and their maximum spell slots for every rank are increased by 2 for Ranks D to B, and by 1 for Ranks A to H. Additionally they can buy 1 additional spell slot for Ranks D to B of their secondary magic.
Genius: These guys just have it all figured out. The young prodigies and early masters. Geniuses have it all figured out. Handling magic comes naturally to them. Their level of control for just any type of magic is much greater than those of others. They find it incredibly easy to handle just about everything there is to know about magic.- Benefits: Due to the unnatural handle these guys have on their magics, there are some unique quirks. Their signature spells are not limited to a singular effect and their abilities can generally have slightly shorter cooldowns than average.
Beast: The magical power some people possess should not be likened to that of a human, but rather to that of a raging monstrosity or a natural hazard. The magic power of Beasts is so forceful and strong, the mere pressure of letting it out damages the environment. If someone were to encounter such a mage, awe is likely one of the emotions they will feel once engaging in combat.- Benefits: Beasts obtain a specific signature to their own magic power that manifests physically. Some Beasts expel frost to their aura, dealing frost damage to whatever they touch, and freezing over where they walk. Some Beasts slow down others through the mere pressure of them walking where they walk.
Obelisk: The Obelisks are figurative titans when it comes to magical power. They possess a magical pool MUCH greater than that of the regular mage. They have inherent additions to their pool simply for being who they are. This does not mean they are talented, simply that they have an incredibly affinity for magic. They can expel much more mp than a regular mage and also garner more over time.- Benefits: Due to their immense magical pool, Obelisks have a flat amount of 130% mp at D Rank, scaling with an additional 5% per rank (save for SS Rank), capping at 150% mp at S Rank. Additionally, they regenerate an additional 2% mp per post.
- Benefits: Due to their scope of knowledge when it comes to magic, Wizards start with an additional rank slot for every rank that and their maximum spell slots for every rank are increased by 2 for Ranks D to B, and by 1 for Ranks A to H. Additionally they can buy 1 additional spell slot for Ranks D to B of their secondary magic.
*NOTE THAT THESE ARE EXAMPLES AND SHOULD BE TAKEN WITH SEVERAL GRAINS OF SALT. PLEASE DO NOT COMMENT ON THE IMBALANCE OF THE EXAMPLES THEMSELVES, IF YOU WISH TO CRITICIZE THE IMBALANCE OF THE IDEA, DO NOT USE THESE SAMPLES AS ARGUMENTS!*
So, what do you guys think? Is this a yay or nay? This idea could be expanded, or even changed to incorporate something reminiscent of a stat system that gives bonuses in several fields depending on how much points you put into the fields? W/e the case, I like the idea of having several classes to choose from, gaining benefits unique to the combative nature of my character.
Last edited by Lyserg on 4th May 2015, 1:44 pm; edited 1 time in total