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On a less sarcastic note, how many attributes (or colours!) Avowed should have depends on who much depth there will be to the combat system. TOW exceeded my expectations so I'm a bit high on Obsidian right now. In fact, I've never been more sure that I'll be satisfied. I'm confident that Avowed will have a solid Char system. Yeah it's not something I feel REAL strongly about or anything I just liked how Witcher 3 did leveling. It makes no sense that you are the leader of all groups at once, including opposing groups like the city guards and the assassin guild, like in the TES games. Of course those choices should be exclusive to some degree. For example first you meet the fighting guild, the mage guild and a monk order and then you can chose which of them to join. First you can explore the world a bit to see what you face and what options you have and then you have to chose which way you want to approach things.
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Thats why I think a system with limited skill points combined with the need to unlock a specialized trainer to spend them is the best way. In a party based game your companions can do stuff you cannot do well, but in a single character game you have to do everything yourself. The downside of a class system is that you have to chose a class at the beginning before you know what the game throws at you. In Skyrim you are master of everything in the end. The downside is that all chars usually feel very similar in the end. In single character games you have to do everything yourself (weapons and magic, damage+healing+status effects) so usually they are classless and you can learn everything. I don't think it will be handled that way, but if I could have it be any way at all I feel like that would be pretty awesome. Rogue skills and Fighter skills would probably not exactly count as magic, but I'm not the one handling game balance in those regards. Then you could have other ways to cast based on class of course, Barbarians shouts, Paladin auras, Chants and so on. The rune we see used in the reveal could require being drawn every time you cast a spell as a reload animation sort of so more advanced sigils require more time. This could make things that were OP not stack between classes because they were the same type of rune, or let you learn entirely new rune types from your class. Learning basic runes for things like elements and power level classless and then more advanced runes for Class based magics. I've seen someone say they'd like to see Tyranny style rune based magic, I think that would be an interesting way to handle spells. The way I see that working is through a classless advancement system, as well as a way to advance in the classes to unlock skills and spells possibly through money so XP lets you get classless advancement. I'd like to see it be like the Guilds from Elder Scrolls titles, just limited to joining two. Kind Wayfarers and Bleak Walkers for Paladins. I'd like to see a dual classing system, even if it was just a couple of factions from various classes, e.g.
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I think those three glasses of wine might have debuffed my spelling skills? And making each class fun enough and flexible enough in itself to fill entire playthrough by itself would be quite a feat.ĮDIT. hat would be a benefit multiple playthroughs only, which would appeal to only the most hardcore of the hardcore fans, while making initial playthrough possibly less interesting (as major character development decision will be done when starting the game, not throughout it). Of course, theoretically a class system could lead to better replay value, but I just don’t think it would be a smart investment of resources. The problem with translating PoE classsystem into FPRPG would be that we would get to play with only one class per playthrough - I feel that class system is best fit for team based games (be it party RPG or multiplayer game) - a bit like kits work in Overwatch and such. I would bet on a classless system - meaning even if we pick our "class" at character creation it determine our starting point rather then define entire playthrough ala.