Guild Class specialization

General discussion of Guilds that doesn't fit into the other forums.
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Rias
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Guild Class specialization

Post by Rias »

I'm strongly considering setting up guild branches essentially as classes similar to those that many other games use. It'd work like this:

Join the Warrior Guild to get access to some general combat skill training, gear, facilities, and abilities. Further specialize in a particular warrior class, such as Dreadnought, Duelist, Nightblade, etc. for more specialized abilities.

Join the Adventurer Guild and get access to some general adventuring skill training, tools, facilities, and abilities. Further specialize into Ranger, Bard, Tresure Hunter, etc. for more specialized abilities.

And so on.

I know some people are resistant to a more planned and rigid class system, but I really do prefer it over allowing people to just minmax/cherry-pick whatever they want from a massive pool of unrelated stuff. Nonetheless, I encourage people to give feedback on this matter if they have any particular feelings on it.
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Lexx416
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Re: Guild Class specialization

Post by Lexx416 »

I could go either way on the matter, but personally, I kind of enjoy it when there's specializations for things like this. I enjoy systems wherein you have to make meaningful choices to build your character, rather than being able to pick and choose whatever you want, with little to no downsides/restrictions.
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Arphaxad
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Re: Guild Class specialization

Post by Arphaxad »

I think the guild/society construct would be best. The guilds and societies should provide exclusive abilities and higher skill training with respect to their specialties. That being said, there should be a goodly number of general abilities and skills (limited levels) available regardless of guild/society affiliation. This would exclude some of the more lore heavy/specific skills/abilities (not everyone should be slinging spells, but most anyone might be able to use a low level focus/item to create light or a flame with enough skill in <insert skill or ability here>).

I've played a number of games with very open systems and you will eventually end up with a cookie cutter template that represents the most powerful blend of abilities/skills. This isn't always a bad thing because I believe it is good to encourage players to think outside of the box by combining skills and abilities in unique ways. The max level helps mitigate some of the potential for abuse.

There will be some growing pains as the staff and playerbase figure out what abilities/skills (and level/rank) should be general and which should be locked behind a guild and/or society. Of course, we shouldn't lose sight that guilds and societies should have a significant roleplay component. Moar Lore!

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ocayucos
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Re: Guild Class specialization

Post by ocayucos »

I like it, I think it gives you a better sense of who your character is. My only worry would be that they get too pigeon holed, but that's just a general worry. I trust you to do it well!
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Rias
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Re: Guild Class specialization

Post by Rias »

There'll still be Guilds and Societies. The idea is that Guilds provide your training. Societies provide your purpose (and in some cases, additional training).

A classic example: You join the Warrior Guild and specialize as a Guardian to become a warrior focused on defense and protecting others, because that's the style you prefer. Then you join the Anti-Nethrim Society to dedicate yourself to the fight against nether and protection of the people against all its horrors. Your typical paladin-type character combination of Guild, Guild Class, and Society.

But not all members of the Anti-Nethrim Society need be armored warriors. A Ranger might sign on to scout things out for the Society. A Physicker might sign on to provide healing and relief for those putting themselves in harm's way as the fight rages on. A Treasure Hunter might sign on to help get the Society into areas barred by locks and traps. A scholar might sign on to provide translations or to discover/document the lore as the Society pushes into tainted and haunted ruins.
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Kiyaani
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Re: Guild Class specialization

Post by Kiyaani »

I think as long as it's clear from the start which class allows which potential paths of progression then it would be fine. I don't mind being a bit more restricted to certain areas or using classes as guides.

However, I would like to know if there will be any kind of hybridization or how that will work if there is? Certain specializations might have components of multiple classes. Would they have to go to trainers in both areas or would their trainers know enough about those other areas to teach them? What if you didn't pick a class at all - or would this be mandatory?
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Rias
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Re: Guild Class specialization

Post by Rias »

What do you mean by hybridization? I don't know about "multi-classing", but there will be plenty of abilities and skills shared across multiple classes, and some that are just available to the entire guild regardless of class (including those who have not chosen a specific class to specialize as).
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Rastaban
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Re: Guild Class specialization

Post by Rastaban »

I think it could be good to have classes. Will there be a magic guild, with classes like sorcerer, sonomancer, druid, or will that be for societies? I'm still a little confused.
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Rias
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Re: Guild Class specialization

Post by Rias »

I'm still trying to decide how exactly I want to distribute occult powers, honestly. A guild of enthusiasts and researchers of occult arcana certainly makes sense, though, and will probably be a thing. Some Societies will exist for some occult specialists, though, such as Rook Parlour (specializing in sorcery, for those unaware) and possibly a druidic guild. I don't think there needs to be a Society for each school of occult arcana, though.
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Candelori
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Re: Guild Class specialization

Post by Candelori »

I was under the impression that this was already the way things were, considering the differing Warrior tactics one can choose from after joining the Warrior Guild. These tactics were essentially presented as classes with their sets of abilities specific to each, with some being shared across multiple tactics.
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