More depth to classes?


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

Dungeon Dilettante

Posts: 4

Joined: Wednesday, 29th August 2018, 10:58

Post Wednesday, 29th August 2018, 13:55

More depth to classes?

One way to add depth to classes would be through skills. For example, the more experience player has invested in a certain skill, the more "special procs" would occur in the combat log. High evasion might open up enemy defenses for the following 1 - 3 turns based on skill & random number generator. High skill in short blades might proc a disarm, parry, riposte etc. This could be taken to one level further in the form of sub skills.

Monk (example class):
Fighting 5.0
--- Offense (attack, counter-attack, disarm)
--- Defense (parry, deflection, evasion)


Unarmed 8.0
--- Wrestling (throws, locks etc. based on strenght)
------- Throws (disable / weaken enemy for 1 - 3 turns)
------- Locks (deal damage while taking less damage for 1 - 3 turns)
------- Choke (take less damage and weaken enemy, chance of passing out for 1 - 3 turns)

--- Grappling (throws, locks etc. based on dexterity)
--- Street fighting (brute force techniques)
------- Dirty tactics (groin, kidney and liver punches: disable / weaken enemy for 1 - 3 turns)
------- Boxing (heavy shots, defensive bonuses: stun, takedown resistances)
------- Kickboxing (heavy shots, offensive bonuses: stun, weaken etc.)

--- Martial Arts (finesse techniques)

Some races and classes could have race and class specific skills like claws, tentacles, martial arts etc.

I think you get the idea. All these specialized skill procs would be passive and applied automatically based on skill level and stats. The game would simply notify the player with messages in the combat log whenever the skills proc. The skills would also work together, the odds to get an opening for a counter-attack is higher after a succesful defensive maneuver. Whether the player should invest experience on the techniques separately or they would proc entirely (and improve) based on stat and skill distribution is another topic.

Thanks for reading.

Cocytus Succeeder

Posts: 2173

Joined: Saturday, 2nd February 2013, 09:52

Post Wednesday, 29th August 2018, 16:28

Re: More depth to classes?

Are you sure that you wanted to post it here? Not on some DnD forum or something? :D

Crawl has no classes of the sort you are speaking of. Only backgrounds (which are sort of a starting package).

For this message the author Magipi has received thanks: 2
duvessa, nago
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Snake Sneak

Posts: 111

Joined: Saturday, 10th March 2018, 18:00

Post Wednesday, 29th August 2018, 17:57

Re: More depth to classes?

My dude, you should play Caves of Qud.

Lair Larrikin

Posts: 28

Joined: Tuesday, 17th April 2012, 14:31

Post Thursday, 6th September 2018, 21:49

Re: More depth to classes?

PseudoLoneWolf wrote:My dude, you should play Caves of Qud.


Well, everyone should play Caves of Qud.

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