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Game Design

Base Class Summary: Savant, Warrior, Rogue, Mystic

So first off sorry for the delay in release. Some bugs are surprise, surprise, holding up the full version and my other work has kept me busy. However to not keep you all in too much suspense I'm giving a run down of the base classes today and will be putting up a playable demo this evening.

As some of you may have guessed Prince and Dragon takes a lot of inspiration from older RPGs. In fact the game rules were originally drawn up for a tabletop tactical game before becoming the setting of Prince and Dragon.

The classic RPG usually features a physical warrior class, a crafty class that uses guile, and at least one spellcasting class, usually two with one focusing on offense and the other on defense.

The Prince and Dragon universe keeps to this structure. These basic classes are available to all humanoids. In the tabletop game other classes become available for your team based on your faction and their races and abilities. In the Prince and Dragon roleplaying game each character can pick from 3 classes, a mix of base classes and those granted by their background. These are the classes that best suit the character and how they are likely to develop... but in New Game+ you will always be able to select any base class for any character.

So now that you have some idea how these classes work let's go over them:

Rogue

The Rogue is a technical class with a combination of physical attacks, evasive abilities and item gathering. They are associated with the element of Earth. The Rogue is the only class that can learn to stealing abilities that can take equipment from enemies during a fight.

The Rogue has high Agility and Wits giving them incredible accuracy and good odds of inflicting states on others and resisting attempts to put negative states on them.


  • Two Weapoon Strike: Passive, allows a second weapon to be equipped in the offhand.

  • Hide: Hidden characters are much harder to hit and are more effective when performing certain moves, but attacking is likely to remove the Hidden state.

  • Pickpocket: Attempts to steal a non-equipped item from the target

  • Disarm: Attempts to steal an equipped weapon from the target

  • Finesse: Focus Mode, gain additional focus at the start of every fight and when evading attacks.

  • Anatomy: Passive, increases critical hit chance and damage healed when using bandages

  • Stealth: Passive, reduces the chance of being revealed when attacking while hidden.

  • Foraging: Increases the odds of finding equipment after battles

  • Back Stab: Inflicts extra damage based on Wits and additional damage when used while hidden


Mystic

The Mystic is a magical class with a mix of healing skills, buff skills and magic negation. They are associated with the element of Water. The Mystic is the only class that can learn to revive characters during a fight without using an item.

The Mystic has high Presence giving them good defense and powerful healing. They also gain Mana and Stamina fairly quickly.


  • Channeling : Passive, increases maximum Mana and Magic Evasion.

  • Pharmacology: Passive, increases effectiveness of potion items used by the character.

  • Healing Rain: Restore some health to all team members and remove Immolated and Bleeding states.

  • (Restore) Sanity: Removes Confusion, Enraged and Possession states.

  • Resurgence: Increases magic evasion and Resolve.

  • Mana Shield: Activates Mana Shield, while active half of damage is instead applied to Mana at a rate of 1 Mana per 2 Health.

  • Lifeblood: Buffs the Health of the target and heals them slightly.

  • Earthquake: Damages all non-flying foes.

  • Holy Ground: Removes all other Field States and add Holy Light as a Field State, giving all combatants the Light elemental damage type.


Warrior

The Warrior is a melee class with an array of physical attacks and passive abilities. They are associated with the element of Fire. The Warrior is the most directly aggressive class.

The Warrior has high Vitality, Health and Stamina to better handle themselves in melee.


  • (Warrior’s ) Focus: Passive, gain 1 Focus per round.

  • Dominance:Focus Mode, gain focus whenever an enemy character is downed in combat

  • Discipline: Passive, reduces the duration when affected by Enrage, Confusion or Possession states.

  • Second Wind: Gain 30 Focus, Only usuable once per fight and after 5 rounds

  • Charge: A rushing attack that does extra damage based on Stamina

  • Blade Dance: Repeatidly attack targets until a miss or Focus is depleted.
  • Precision Strike: Increases the chance of a critical hit and the critical multiple for one attack.
  • Cleave: Randomly attack 3 melee targets.


    Savant

    The Savant is an offensive magical class with an array of elemental attacks and utility spells. They are associated with the element of Air. The Savant has the most effect crowd control spells.
    The Warrior has high Intellect and Mana to empower their magical attacks.

  • Invisibility: Hides the target.
  • Blink: Instantly change rows on the field without spending an action.
  • Light: Attempts to blind a target; out of combat illuminates dark areas.
  • Wildfire: Applies Immolation as a Field State, inflicting fire damage to all combatants each turn.
  • Lightning Arc: Close range attack that hits 3 random targets in the enemy front row.
  • Freezing Fog: Deals Cold damage to all enemy combatants and may Freeze them.
  • Flight: Gives user the Flying state.
  • Wand Spray: Overcharges a wand to hit multiple targets at once.

Game Design

Class Summary: Bard

The Bard is a support class with a combination of Mana and Focus based Skills. The Bard has well rounded stats with above average Agility and Wits, giving them good accuracy, evasion and magic defenses.

The Bard's skill tree shares some abilities with the Commander and the primary spellcasting classes but also has an array of Songs to inflict States.



  • Enrage Song: Enrage several enemies at random, making them attack at random, unable to use Skills or target intelligently
  • Nightmare: Inflicts damage on all sleeping enemies without awaking them

  • Manipulation: Focus Mode, Gain Focus for inflicting States.

  • Inspire Defiance: Increases magic evasion and Resolve.

  • Concentration: Passive, increases Mana

  • Pharmacology: Passive, increases the effectiveness of potion items

  • Counterspell: Passive, increases magic evasion and magic reflection




The Bard can also learn light armor and most weapon and crafting skills with Character Points.

The Bard is one of the best classes and inflicting States on enemies and allies alike and has a number of passives the give them an edge. What they lack is many direct offensive skills, either magical or physical.

Game Design

Class Summary: Commander

The Commander is a support class with a combination of physical attacks and Focus-based Inspiration buffs. The Commander has well rounded stats with above average Health and Stamina.

At least two characters, including the Prince, has access to the Commander class. Like all Classes they gain 5 Character Points per level that may be spent freely on abilities. The Commander's skill tree shares some abilities with the Bard and Knight and has unique abilities all its own.


A summary of some the more important and unique abilities:
  • Flourish Strike: Weak attack that drains Focus from the target.

  • Inspire Ferocity: Increases accuracy and Vigor.

  • Leadership: Grants no new Inspire states but increases the duration of all existing ones on the entire party

  • Rally: immediately grants all allies 5 Focus - allowing them to break out the powerful attacks faster.

  • Command Aura: increases the Focus of party members each round as long as the Commander stays active

  • Strategist: Focus Mode, Gain Focus when party members are hit.

  • Swift Order: Spend your action to immediately give an action to a party member.

  • Discipline: Passive, reduces the duration of Enrage, Confusion, and Possession states.


The Commander can also learn all forms of armor and most weapon and crafting skills with Character Points.

All in all a lone Commander is not particularly dangerous but their ability to buff their allies and manipulate combat make them quite powerful when well coordinated.
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