HELP ME WITH MY CLASS SYSTEM

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I'm working on a game project in RPG Maker VX Ace that involves a class and skill system I don't think a lot of people have seen.

First thing is that each character has their own base class that NEVER changes. It determines their base stats, (around sem-average for each.) starting weapon and armor proficiencies, and 4 starting skills.

From there, the characters can equip special Spirits (which replaces the accessory slot on equip screen.) to augment their power. Spirits adjust a characters stats based on percentages ranging from 50% to 150% as well as give additional weapon and armor proficiencies as well as a few bonus perks. (ex. Monk gives a small counter attack chance, Witch gives a slight MP regen etc.) Also to learn more skills you have to buy or find skilltomes or spellbooks and use them on a character to learn the skill or spell.

What I'm asking you guys is to help me come up with some of the Spirits I'll include in my game. I'll give a list to what Spirits I've come up already.

Warrior: Sword, Spear, Axe, Helmet, Heavy Armor, Light Armor, Large Shield
HP: 120% MP: 60% ATK: 130% DEF: 100% MAT: 50% MDF: 50% AGI: 100% LUK: 80%
Critcal Rate +15%

Witch: Staff, Wand, Robe
HP: 60% MP: 130% ATK: 50% DEF: 50% MAT: 140% MDF: 120% AGI: 90% LUK: 110%
MP Regen +10%

Priest: Staff, Mace, Robe
HP: 75% MP: 125% ATK: 75% DEF: 50% MAT: 120% MDF: 145% AGI: 100% LUK: 100%
Threat Level 75%

Monk: Fist, Light Armor
HP: 150% MP: 50% ATK: 120% DEF: 100% MAT: 75% MDF: 100% AGI: 110% LUK: 90%
Counter Attack Rate 15%

Thief: Knife, Light Armor, Small Shield
HP: 75% MP: 75% ATK: 70% DEF: 80% MAT: 80% MDF: 80% AGI: 140% LUK: 130%
Double Item Drop Rate

Spellblade: Sword, Staff, Spear, Robe, Light Armor, Small Shield
HP: 90% MP: 115% ATK: 120% DEF: 75% MAT: 120% MDF: 75% AGI: 90% LUK: 100%
Magic Evasion Rate +15%

Please post your ideas down below and don't be afraid to ask any questions.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I'm not sure why you think "most people haven't seen" this since it appears to just be the most basic form of class change system? Is there something about it you're not mentioning?

Think about possibly making the classes grant new abilities as you continue to use them. The main thing this is missing from a generic class system is the ability for a character to become more proficient with a certain class over time. However this might not necessarily be a bad thing - I've seen plenty of games where the ability to freely change to any class at any time with no penalty was used just fine.

One way of sorta-kinda doing this but not really doing it would be to make it so skills are learned FF9 style instead of from tomes - each piece of equipment teaches a skill after you've gained a certain amount of XP with it equipped. This would actually work really well with the way different classes use different equipment, and would make the classes feel a lot more meaningful, especially with regards to encouraging the player to change classes sometimes instead of just picking a favorite set and using it for the entire game without ever even trying the others. But it wouldn't feel as limiting as making the classes themselves have their own skills, since the player would learn the skill permanently and be able to use it in any class afterwards.

As far as the actual classes, this is a decent start and seems to work fine. You've got your basic set of classes down, except for maybe a tank class. Anything else you add is gravy. Maybe look at your skills and see if there are builds that rely on certain combinations of stats? Like if there are healing spells that heal the rest of the party but not the user, or that heal for an amount based on the user's current HP, then a healing class with high HP/defense makes sense. If offensive spells cost more MP than defensive/healing spells, then it makes sense to have a class with high MP and a passive bonus that only helps offensive spells but not healing spells. Etc.

Though I will point out that if item drops in your game ever include anything remotely valuable, the thief's bonus probably blows all the other class bonuses out of the water right now. It's fine if enemies only ever drop basic healing items though. Though I still might lower it to +50% item drops to match the priest's bonus - both of them would be getting +50% more healing from items, but in different ways. If enemies drop equipment too, or other rare items, my instinct would be to lower this down to like a 10% bonus.
author=LockeZ
I'm not sure why you think "most people haven't seen" this since it appears to just be the most basic form of class change system? Is there something about it you're not mentioning?

Think about possibly making the classes grant new abilities as you continue to use them. The main thing this is missing from a generic class system is the ability for a character to become more proficient with a certain class over time. However this might not necessarily be a bad thing - I've seen plenty of games where the ability to freely change to any class at any time with no penalty was used just fine.

One way of sorta-kinda doing this but not really doing it would be to make it so skills are learned FF9 style instead of from tomes - each piece of equipment teaches a skill after you've gained a certain amount of XP with it equipped. This would actually work really well with the way different classes use different equipment, and would make the classes feel a lot more meaningful, especially with regards to encouraging the player to change classes sometimes instead of just picking a favorite set and using it for the entire game without ever even trying the others. But it wouldn't feel as limiting as making the classes themselves have their own skills, since the player would learn the skill permanently and be able to use it in any class afterwards.

As far as the actual classes, this is a decent start and seems to work fine. You've got your basic set of classes down, except for maybe a tank class. Anything else you add is gravy. Maybe look at your skills and see if there are builds that rely on certain combinations of stats? Like if there are healing spells that heal the rest of the party but not the user, or that heal for an amount based on the user's current HP, then a healing class with high HP/defense makes sense. If offensive spells cost more MP than defensive/healing spells, then it makes sense to have a class with high MP and a passive bonus that only helps offensive spells but not healing spells. Etc.

Though I will point out that if item drops in your game ever include anything remotely valuable, the thief's bonus probably blows all the other class bonuses out of the water right now. It's fine if enemies only ever drop basic healing items though. Though I still might lower it to +50% item drops to match the priest's bonus - both of them would be getting +50% more healing from items, but in different ways. If enemies drop equipment too, or other rare items, my instinct would be to lower this down to like a 10% bonus.



Okay, I see where you're going with this. Let me clear a few things up.

1. When it was cycling through my head it didn't seem to be a system I'd seen often in games. What it is, is that each character starts as a certain class that doesn't change. The spirits are put on like equipment and the spirit slot replaces the accessory slot.

2. A lot of the stuff you want me to do will require scripting. I don't want to have to use scripts unless I have to.

3. The double item drop isn't a percentage based effect. It's just a "select it and it doubles item rate if this character is in the party" type effect. I will take what you said into account and try to avoid enemies having to many valuable items. (My plan for that was that enemeies drop healing items from time to time as well as seemingly useless items that can be sold for some quick cash to reduce time spent money grinding which was an issue I found in even a lot of commercial games I played. Finally some rare monsters will have a small chance of dropping rare equipment or a stat booster, but I like I said, those enemies are rare and the items rarer.)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Man, if you can use the rest of RPG Maker, you can import other people's scripts and set them up to teach the skills you want. They're generally way easier to understand than, say, battle events. That said, you'd be amazed what you can do without scripting if you put your mind to it - the shit people pulled off in RPG Maker 2003 back in the day is proof of that. It's just a hell of a lot easier to use scripting.

Your characters aren't really starting with a certain class though. They're just... characters with their own base stats. You can give them a "class" as far as RPG Maker's "class" system goes, but that's not really the right term, because it can't be chosen or changed and there are no two characters with the same class. It's just the character's identity.

The accessories, though, those are classes. That's exactly what they are. The slot is called "spirit" instead of "class", and it's chosen on the same screen as you choose your equipment, but that is pretty much the only difference between your system and a basic Dragon Warrior or FF3j class system. Except that the Dragon Warrior and FF3j classes also sometimes let you use new skills.
Okay, I see. But what I'm trying to do is give people freedom of customization. To attempt them to be able to shape the 6 slightly different heroes how they want. For example Rosa is good with magic if left unequipped with a spirit, but someone might want to use her as a warrior. They can do so and she'll be a warrior that's a little better at magic than almost any other warrior. Basically, I want people to use the combination of character, spirit and skills to perform whatever role they want.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Nod. I get what you're going for. If you want people to be able to completely change a character from a thief to a spellblade at any point in the game, and be just as powerful as if they'd been a spellblade for the entire game, then I guess you're on the right track. That makes it a little less important for the spirits to be perfect balanced against each-other, at least, which is nice. The thief looks terrible against bosses, for example, since the boss hopefully doesn't have item drops and agility is far less important than it is in normal battles, but that isn't a problem if players can switch their thief into a different class for boss fights.

The ability to change at any time might be a problem if, when they need to heal between battles, they're switching to a priest/wizard before casting a heal spell and then switching back afterwards. That's kinda lame. Hard to avoid, though. If you're not making a difficult game, it probably doesn't matter - most people won't bother, and you don't particularly care if the game becomes easier for the ones who do it.

If you're just looking for more spirit ideas, it seems like the passive effects are a good way to make more interesting ones. VX Ace has a lot of different things you can do with equipment besides just modify stats - you can apply a permanent status effect, or give elemental/ailment immunities, or whatever. Half MP costs, HP regen, bonus experience points, ability to see enemy stats. Giving each spirit its own active ability (or several) would also help you add more options.

I would possibly suggest making most of the passive bonuses (except the thief's and maybe the priest's) better than you have them right now - +5% crit and +5% magic evade don't have much effect. +50% crit and +50% magic evade, though, would feel a lot more noteworthy, like the bonus really made a difference, and it's easy to just make the enemies a little stronger to account for the bonuses.

I will point out that, in my opinion, if you plan on letting the player build a character as a healer, you should probably make healing spells be affected by a different stat than Magic Attack. If you're dead set on avoiding scripting, I would probably rename Defense to Vitality or Constitution, and Magic Defense to Spirit or Willpower, and make it so Spirit/Willpower affects healing spells as well as mdef. You can do this easily by just changing the formula of the healing spells to caster.mdef instead of caster.matk.

Right now you have a hybrid attacker/magician, but you don't have hybrids of most other roles. A hybrid attacker/healer or magician/tank or magician/rogue or whatever other combinations you can come up with would make sense. A pefectly balanced spirit that just has an interesting passive bonus might be good too.
Yeah, I can see how this could work. The different stat for healing magic is a good idea, I was just using the placeholders until I came up with something myself anyways. And those up there are just base spirits obtained around the same time near the beginning of the game. (I do plan on having the characters go spiritless for the first dungeon obviously.) As for the low passive effects, I didn't want to break the game and was being a little stingy, but I can see about increasing them a little. (Not to the extent of your example obviously, but enough to be substantial.) And little by little, I plan on coming up with more hybrid classes and classes that use weapons that I haven't mentioned yet.)
Warrior: CritRate+20%
Spellblade: MERate+20%
Monk: CounteRate+20%!

50% means a 1 in 2 chance (pretty huge) whereas your 5% means a 1 in 20 chance (how many battles are the player going to have Fire spells hurled at them so that they can finally evade one? 20? come on) I think 1 in 5, or even 1 in 4 is reasonable enough of a critical, magic evasion and counter rate.

As for double item drop rate, yeah! 2x is a bit far too much.

Here, a few sucky ideas

Prophet: Staff, Mace, Robe
HP: 70% MP: 130% ATK: 50% DEF: 75% MAT: 100% MDF: 150% AGI: 90% LUK: 125%
Stat Effect infliction rate + 25%


Salvemaker: Dagger, light armor, Robe
HP: 45% MP: 100% ATK: 50% DEF: 160% MAT: 80% MDF: 140% AGI: 130% LUK: 150%
Pharmacology+150% (whereas your priest gets to have Crit Immunity or something like that)


Paladin: All swords, maces, armor and robes.
HP: 150% MP: 120% ATK: 90% DEF: 120% MAT: 40% MDF: 140% AGI: 70% LUK: 110%
Hp regen + 5% (wich is, considering his high HP, a considerable ammount)

Think creatively, and do resort to staple classes, it`ll help you. ;w;
author=JosephSeraph
Warrior: CritRate+20%
Spellblade: MERate+20%
Monk: CounteRate+20%!

50% means a 1 in 2 chance (pretty huge) whereas your 5% means a 1 in 20 chance (how many battles are the player going to have Fire spells hurled at them so that they can finally evade one? 20? come on) I think 1 in 5, or even 1 in 4 is reasonable enough of a critical, magic evasion and counter rate.

As for double item drop rate, yeah! 2x is a bit far too much.

Here, a few sucky ideas

Prophet: Staff, Mace, Robe
HP: 70% MP: 130% ATK: 50% DEF: 75% MAT: 100% MDF: 150% AGI: 90% LUK: 125%
Stat Effect infliction rate + 25%


Salvemaker: Dagger, light armor, Robe
HP: 45% MP: 100% ATK: 50% DEF: 160% MAT: 80% MDF: 140% AGI: 130% LUK: 150%
Pharmacology+150% (whereas your priest gets to have Crit Immunity or something like that)


Paladin: All swords, maces, armor and robes.
HP: 150% MP: 120% ATK: 90% DEF: 120% MAT: 40% MDF: 140% AGI: 70% LUK: 110%
Hp regen + 5% (wich is, considering his high HP, a considerable ammount)

Think creatively, and do resort to staple classes, it`ll help you. ;w;

As I've stated before, the item double rate isn't based on a percentage. It's a party flag that you can turn on that doubles the chance of getting items whenever that character or spirit is used. There is no percentage to alter. It's either double or nothing. On the other hand, the other ideas make sense for now.
There are ways to circumvent it.
Starting with scripting, yet there are creative solutions such as rewarding items (that won't be doubled by te flag) depending on how well the party did in battle or other things, bugt I won't brag about it.

All in all this sounds fun~
Like I said to LockeZ though, I want to avoid using scripts as I want to see how far I can get with RTP. (Outside music is alright though if you know a composer willing to help me or have some tracks already that you'd like to share.)
fireheart126
As I've stated before, the item double rate isn't based on a percentage. It's a party flag that you can turn on that doubles the chance of getting items whenever that character or spirit is used. There is no percentage to alter. It's either double or nothing. On the other hand, the other ideas make sense for now.


Just going to point out - it is actually altering a percentage, even if you're not stating it as such. If it's double your chance of getting items, then it's +100% drop rate (so your new drop rate, with it active, is 200% of what it was before - if you had, say, a 10% chance for an item to drop before, it's increased 100% of that value, so it's now 20%). What Locke was previously saying was that, instead of using a double drop rate (which is +100% drop chance), to switch it to 1.5x drop rate (which is +50% drop chance). So now if an item drops 10% (2 out of 20) of the time, with the bonus, it would drop 15% (3 out of 20) of the time.

(There's always a percentage behind anything based on RNG.)

Semantics, but there it is.
author=Rawrgh
fireheart126
As I've stated before, the item double rate isn't based on a percentage. It's a party flag that you can turn on that doubles the chance of getting items whenever that character or spirit is used. There is no percentage to alter. It's either double or nothing. On the other hand, the other ideas make sense for now.
Just going to point out - it is actually altering a percentage, even if you're not stating it as such. If it's double your chance of getting items, then it's +100% drop rate (so your new drop rate, with it active, is 200% of what it was before - if you had, say, a 10% chance for an item to drop before, it's increased 100% of that value, so it's now 20%). What Locke was previously saying was that, instead of using a double drop rate (which is +100% drop chance), to switch it to 1.5x drop rate (which is +50% drop chance). So now if an item drops 10% (2 out of 20) of the time, with the bonus, it would drop 15% (3 out of 20) of the time.

(There's always a percentage behind anything based on RNG.)

Semantics, but there it is.


What I meant was is that it is an unalterable percentage turned on by a party flag. I can't change it. It's either, double or nothing and I can't think of anything else to give him besides an evasion boost (which would not let him be a thief because I only want one special bonus per spirit.) Steal command is out because that would require scripting which I'm trying to avoid. The only other option is the double gold party flag which I feel is even more game breaking.

Remember that this is on VX ACE!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I just want to reiterate that giving a character 50% crit rate is not game-breaking if enemies are designed with it in mind. It just means that character will be doing about 50% more damage, which means your party of three attackers and a healer will be doing about 17% more damage, so enemies need about 17% more HP.

What will break the game is if you give one class a massively better bonus than the others. Like, for example, a 15% crit bonus to one class but a 100% drop rate bonus to another class.

Though I suppose the base stats of the thief class could be modified to account for this also - if it does 2/3 as much damage as other physical classes and also has the lowest HP of any of them, then its drop rate bonus is fine. However currently it will probably do almost as much damage as the warrior... depending on how high its base agility and luck are. 140% agility adds a lot more damage if you have 300 base agility than if you have 30 base agility.
It's very, very easy to change what that flag grants - but it requires digging into the scripting.

Game_Enemy
Line 107

Change the 2 on that line to whatever number you want.
author=Rawrgh
It's very, very easy to change what that flag grants - but it requires digging into the scripting.

Game_Enemy
Line 107

Change the 2 on that line to whatever number you want.


The thing is though is that I don't want to go digging into the script. That's what I've been trying to say.
author=LockeZ
I just want to reiterate that giving a character 50% crit rate is not game-breaking if enemies are designed with it in mind. It just means that character will be doing about 50% more damage, which means your party of three attackers and a healer will be doing about 17% more damage, so enemies need about 17% more HP.

What will break the game is if you give one class a massively better bonus than the others. Like, for example, a 15% crit bonus to one class but a 100% drop rate bonus to another class.

Though I suppose the base stats of the thief class could be modified to account for this also - if it does 2/3 as much damage as other physical classes and also has the lowest HP of any of them, then its drop rate bonus is fine. However currently it will probably do almost as much damage as the warrior... depending on how high its base agility and luck are. 140% agility adds a lot more damage if you have 300 base agility than if you have 30 base agility.


Agility has no bearing on damage. It just affects turn order and keep in mind that this isn't ATB system. Though maybe I should lower it's Attack a little.
author=fireheart126
author=Rawrgh
It's very, very easy to change what that flag grants - but it requires digging into the scripting.

Game_Enemy
Line 107

Change the 2 on that line to whatever number you want.
The thing is though is that I don't want to go digging into the script. That's what I've been trying to say.

I know, I've read through the thread, but I'd like to ask one thing: why? Technically, scripting has nothing to do with the RTP. Is it just wanting to do as much as you can with default scripting as well? There are quite a number of things you can do with default VX Ace, but it's still rather limited if you're looking to come up with unique classes.

Agility does have some bearing on damage for some skills. Just looking at the default, Triple Shot and Thousand Arrows use it as part of their damage calculation. They are the only ones I can see, however.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=fireheart126
Agility has no bearing on damage. It just affects turn order and keep in mind that this isn't ATB system. Though maybe I should lower it's Attack a little.
I guess I meant Luck or Dexterity or whatever stat affects crit rate in VX Ace then.
author=Rawrgh
author=fireheart126
author=Rawrgh
It's very, very easy to change what that flag grants - but it requires digging into the scripting.

Game_Enemy
Line 107

Change the 2 on that line to whatever number you want.
The thing is though is that I don't want to go digging into the script. That's what I've been trying to say.
I know, I've read through the thread, but I'd like to ask one thing: why? Technically, scripting has nothing to do with the RTP. Is it just wanting to do as much as you can with default scripting as well? There are quite a number of things you can do with default VX Ace, but it's still rather limited if you're looking to come up with unique classes.

Agility does have some bearing on damage for some skills. Just looking at the default, Triple Shot and Thousand Arrows use it as part of their damage calculation. They are the only ones I can see, however.


However, I plan on using custom skills. None or very few have anything to do with Agility and even then they'd only be partially based on agility and semi-nerfed by it's now lowered attack power.
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