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[MUD-Dev] Re: Massive brainstorm rant about an imaginary classsystem. (resent)
>How I envision the class system working is a subcategorized
>class/occupation tree. Each character picks a class (Warrior,
>Mage, Rogue, Artisan) at level 'n' they can pick a
>specialization.
We have something like what you're suggesting, I think.
We have four major guild types, fighter, cleric, mage and
rouge, then we have four sub-types for each. There is a
lot of skill sharing, both between sub-types (all sub-types
in one guild type have a skill in common, and tend to share
a second and third between most of the guilds), and in cases
between guild types.
Just a quick list of what we have:
Mage type: Wizard, Magi, Necromancer, Mystic
Cleric type: Priest, Druid, Occultist, Monk
Fighter type: Warrior, Ranger, Mercenary, Paladin
Rouge type: Thief, Bard, Assassin, Barbarian
_ __ __ __ Ross "Xugumad" Nicoll
/_) / / (_ (__
/\ /_/ __) /
______________/
- Thread context:
- [MUD-Dev] Re: Affordances and social method (Was: Re: Wi, (continued)
- [MUD-Dev] PRNGs: Pseudo Random Number Generators,
J C Lawrence claw#under,engr.sgi.com, Thu 09 Jul 1998, 18:34 GMT
- [MUD-Dev] Massive brainstorm rant about an imaginary class system. (resent),
Till Eulenspiegel choke#sirius,com, Thu 09 Jul 1998, 17:48 GMT
- [MUD-Dev] Re: Affordances and social method (Was: Re: Wire d Magazine...),
cat cat#bga,com, Thu 09 Jul 1998, 17:29 GMT
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