On the horizon: Ability Trees, Class Specializations, and Guilds
Posted: Sun Sep 01, 2024 9:14 am
(Disclaimer: The below post is somewhat scatterbrained. I'm just excited for how it's all coming together!)
I want to prep people for some upcoming updates regarding ability trees, classes, and guilds. The general flow is going to be ...
1. Create your character
2. Start investing ability points to flesh out the character
3. Reach and select a Class Specialization ability node that unlocks an exclusive ability tree branch. (This will lock the character out of any other Class Specialization abilities/branches.)
4. Join a Guild that accepts members of that character's Class. The idea is that the Guilds are looking to recruit members who can prove their suitability/aptitude/dedication to whatever the Guild is about.
(Note: For legacy characters already in a Guild, their Class Specialization choice (if they wish to take one) will be limited to the classes accepted by their Guild.)
The point here is to allow a little more wiggle room for character concepts in some Guilds (some more than others) but still keep the Guilds and their members within the scope of their intended feel and design intent. We want to avoid significantly off-the-beaten-path class/guild combinations that are born primarily from a desire to be different, ironic, or meta-minmaxy. I know that to some the ideas of, say, a Dreadnought/Mummer or a Rogue/Templar sound like fascinating potential combinations to explore an atypical idea or to try and subvert expectations. That kind of stuff can absolutely be fun in some settings, but it doesn't fit the design intent for this one.
Of course, choosing a Class or a Guild are both optional. Some people might just want to take more generalized non-class-specific abilities for whatever reason, and that's fine.
Some Classes/Guilds are essentially the same choice at once, which is to say that choosing some Classes means the character will also be guaranteed (or required, depending on your perspective) to join the associated Guild as well. These tend to be classes/guilds that are exceptionally specialized or study-dedicated, such as Elemancers, Monks, Rooks, Wardens, and some other in-the-works guilds such as ones for Primalists (druidry specialists) or Physickers (who deal in nonmagical healing/buffs/concoctions).
Class Specialization/Unlock abilities that'll be available:
- Bard: Versatile class with lore and performing arts focus. Their love of knowledge and inspirational stories of variously-talented legendary characters grants them the ability to temporarily boost some of their own capabilities and even dip into versions of some abilities of similar classes.
- Berserker: Combat class focused on becoming increasingly powerful as they both land and take hits, and retaliating when harmed. Great at resisting or breaking free of disablers/debuffs in their unstoppable fury!
- Dreadnought: Combat class focused on shrugging off hits in their heavy armor while they overwhelm their foes with twohanded weapons. Signature move: Stopping incoming blows with their gauntleted hand. "Nope."
- Duelist : Combat class focused on finesse, quick movement, and style/panache. Additional chances of avoiding attacks to make up for their light armor. They're as fun to watch as they are to play. Show-offs.
- Elemancy Aptitude: An ability choice leading to joining the Elemancers guild. This is considered to be rooted in the character's background somehow, such as a history of related study or being tutored or similar, not something they only just now picked up to join the Elemancers.
- Guardian: Combat class focused on armor both mastery-wise and versatility-wise, shields for both offense and defense, and some group combat utility. Don't let the fact that they're great at defense make you think they're lacking in offense.
- Marauder: Combat opportunists focused on adaptability, improvisation, and fighting dirty. Why fight fair when your life is on the line? Or any other time, for that matter? The true combat pragmatists.
- Nightblade: Combat class focused on stealth ambushes with light weapons and front-loaded offense to try and end encounters quickly, but pushed to retreat and re-initiate if an encounter goes long. They may make a point of leading their attacks with an ambush from hiding, but they're ruthlessly capable of fighting face-to-face in the open as well.
- Physicker: Support class focused on conventional healing, buffs, and concoctions. Who needs magic? They'll treat your wounds with unguent, suture, splint, and ointment. They'll mix up the cure for what ails you or concoct a tonic to enhance your abilities. Their therapy training will enable them to raise your spirits, focus your thoughts, and even coax your broken mind back from the brink of insanity. Maybe even give a nice massage to relax the mind, unleash an inner reserve of energy, or increase physical flexibility.
- Primalist: Magic class focused on druidry. They commune with primal spirits to a wide variety of effects, from influencing the flora and fauna (and other druids) around them to partially shapeshifting their own bodies in order to mimic various beneficial traits of wild creatures. (No complete shapeshifting, sorry - that way lies madness.)
- Pugilist?: Combat class with a focus on unarmed combat and grappling; may be a lock into the Brotherhood of the Fist guild, may not, still deciding. More rowdy brawlers and street fighters than disciplined martial artists. They typically prefer fighting without weapons, but there are some fist weapons that can be employed against opponents protected by armor or tough hides.
- Ranger: Utility class with focus on exploration/survival/bushcraft. Peerless explorers, trackers, hunters, and survivalists that can overcome the toughest climbs and swims out there. The term "Ranger" comes from their expertise in ranging about the wilderness, not anything to do with ranged weapons.
- Rogue: Utility class with focus on stealth/lockpicking/artifice. Your classic sneaky type with a penchant for shady activities such as picking locks and pockets, not all employ their talents for selfish or greedy purposes. Rogues also make great scouts, infiltrators, spies, perfectly legitimate locksmiths, and even recoverers of previously-stolen goods! (Note: NOT elite assassins; see Nightblades for that.)
- Sorcery Adept: An ability choice leading to joining the Rook Parlour guild. This is considered to be rooted in the character's background somehow, such as a history of related study or being tutored or similar, not something they only just now picked up to join Rook Parlour.
- *PENDING*: Some crafting-based class. More than one if we can think up ones that don't feel too shallow in their distinguishing traits and differences.
NOTE: For those who played COGG, know that re-appearing Classes here will not have inherent access to magical abilities that their COGG versions had. For example: Nightblades don't learn sorcerous abilities through their Nightblade class trainers, but could by joining the Claw of Shar or Harbingers of Aranas and visiting those guild trainers. Rangers and Berserkers don't learn druidic abilities through their class trainers, but a Ranger joining the Udemi or a Berserker joining Dwaedn Wyr could. Bards don't learn Words of Power on their own, but a Bard joining the Mummers could. Et cetera.
Here's our list of the Guilds and which Classes they'd accept (those surrounded by question marks are still under consideration/less-certain):
- Artisan (Coalition): Whatever crafting-focused classes we end up with. To start they'll probably just accept class-less characters with the warning that joining will lock them out of the Class Specializations (and that some Artisan-based class(es) may eventually be added).
- Brotherhood of the Fist: Pugilist
- Claw of Shar: Nightblade, Rogue
- Dwaedn Wyr: Berserker, Nightblade, ?Ranger?
- Elemancer: Their Own Thing
- Guild of Thieves: Rogue, Nightblade, Duelist, Marauder, Bard
- Harbinger: Dreadnought, Guardian, Marauder, Berserker, Nightblade
- Templar: Guardian, Dreadnought
- Mercenary (Coalition): Berserker, Dreadnought, Duelist, Guardian, Marauder, Nightblade, Pugilist
- Monk: Their Own Thing
- Mummer: Bard, Rogue, Duelist
- Rook: Their Own Thing
- Snowpine: Ranger, ?Bard?, ?Rogue?
- Udemi: Ranger, Berserker, Nightblade, Bard
- Utasa: Bard, Duelist, Nightblade, Rogue
- Warden of the Grove: Their Own Thing
- Wyrvardn: Dreadnought, Guardian, ?Duelist?
- (Unnamed Primalist Guild): Their Own Thing
- (Unnamed Physicker Guild): Their Own Thing
==========
Whew! Okay, and about ability trees: They're called "trees" because you go along various "branches", learning prerequisites in order to learn other abilities further along that branch. This is meant to prevent people from just cherry-picking all the "best" abilities, as well as encourage folks to be a bit more focused in the breadth of their character's capabilities.
And on the subject of breadth: Not everyone wants to learn a wide array of different abilities, so we're trying to accommodate specialization as well. To this end we're making several abilities repeatable with the benefit of increasing their bonuses.
As an example: Let's say the ability called "Weapon Specialization: Hafted" grants a passive +0.2 offense rerolls whenever using a hafted weapon for an attack, per rank, and can be learned up to 3 times. A character could spend 3 ability points to learn the ability all 3 times for a total passive +0.6 offense rerolls when attacking with a hafted weapon. Or the Combat Precision ability could be taken multiple times to further increase the bonus to chance to hit the body part being aimed for (and a +0.05 offense rerolls per rank on the side). Or the "Adjust Gear: Travel" ability a second time to be able to apply its benefit to additional types of gear. Additional ranks in Footpad or Inner Strength to increase their buff durations. All sorts of stuff like that.
A character not as interested in having a wide array of different abilities could stack up a lot of bonuses to give them some significant advantages over other characters that are spreading themselves thin trying to pick up all sorts of different abilities rather than investing in fewer abilities. We're hoping this will provide a better feeling of choice in whether a character is specialized or generalized, and it should give the specialization-minded characters something that feels worth spending their points on instead of them just taking abilities that didn't necessarily fit because they had nothing else to do with their leftover points after they'd already gotten everything they were interested in.
I want to prep people for some upcoming updates regarding ability trees, classes, and guilds. The general flow is going to be ...
1. Create your character
2. Start investing ability points to flesh out the character
3. Reach and select a Class Specialization ability node that unlocks an exclusive ability tree branch. (This will lock the character out of any other Class Specialization abilities/branches.)
4. Join a Guild that accepts members of that character's Class. The idea is that the Guilds are looking to recruit members who can prove their suitability/aptitude/dedication to whatever the Guild is about.
(Note: For legacy characters already in a Guild, their Class Specialization choice (if they wish to take one) will be limited to the classes accepted by their Guild.)
The point here is to allow a little more wiggle room for character concepts in some Guilds (some more than others) but still keep the Guilds and their members within the scope of their intended feel and design intent. We want to avoid significantly off-the-beaten-path class/guild combinations that are born primarily from a desire to be different, ironic, or meta-minmaxy. I know that to some the ideas of, say, a Dreadnought/Mummer or a Rogue/Templar sound like fascinating potential combinations to explore an atypical idea or to try and subvert expectations. That kind of stuff can absolutely be fun in some settings, but it doesn't fit the design intent for this one.
Of course, choosing a Class or a Guild are both optional. Some people might just want to take more generalized non-class-specific abilities for whatever reason, and that's fine.
Some Classes/Guilds are essentially the same choice at once, which is to say that choosing some Classes means the character will also be guaranteed (or required, depending on your perspective) to join the associated Guild as well. These tend to be classes/guilds that are exceptionally specialized or study-dedicated, such as Elemancers, Monks, Rooks, Wardens, and some other in-the-works guilds such as ones for Primalists (druidry specialists) or Physickers (who deal in nonmagical healing/buffs/concoctions).
Class Specialization/Unlock abilities that'll be available:
- Bard: Versatile class with lore and performing arts focus. Their love of knowledge and inspirational stories of variously-talented legendary characters grants them the ability to temporarily boost some of their own capabilities and even dip into versions of some abilities of similar classes.
- Berserker: Combat class focused on becoming increasingly powerful as they both land and take hits, and retaliating when harmed. Great at resisting or breaking free of disablers/debuffs in their unstoppable fury!
- Dreadnought: Combat class focused on shrugging off hits in their heavy armor while they overwhelm their foes with twohanded weapons. Signature move: Stopping incoming blows with their gauntleted hand. "Nope."
- Duelist : Combat class focused on finesse, quick movement, and style/panache. Additional chances of avoiding attacks to make up for their light armor. They're as fun to watch as they are to play. Show-offs.
- Elemancy Aptitude: An ability choice leading to joining the Elemancers guild. This is considered to be rooted in the character's background somehow, such as a history of related study or being tutored or similar, not something they only just now picked up to join the Elemancers.
- Guardian: Combat class focused on armor both mastery-wise and versatility-wise, shields for both offense and defense, and some group combat utility. Don't let the fact that they're great at defense make you think they're lacking in offense.
- Marauder: Combat opportunists focused on adaptability, improvisation, and fighting dirty. Why fight fair when your life is on the line? Or any other time, for that matter? The true combat pragmatists.
- Nightblade: Combat class focused on stealth ambushes with light weapons and front-loaded offense to try and end encounters quickly, but pushed to retreat and re-initiate if an encounter goes long. They may make a point of leading their attacks with an ambush from hiding, but they're ruthlessly capable of fighting face-to-face in the open as well.
- Physicker: Support class focused on conventional healing, buffs, and concoctions. Who needs magic? They'll treat your wounds with unguent, suture, splint, and ointment. They'll mix up the cure for what ails you or concoct a tonic to enhance your abilities. Their therapy training will enable them to raise your spirits, focus your thoughts, and even coax your broken mind back from the brink of insanity. Maybe even give a nice massage to relax the mind, unleash an inner reserve of energy, or increase physical flexibility.
- Primalist: Magic class focused on druidry. They commune with primal spirits to a wide variety of effects, from influencing the flora and fauna (and other druids) around them to partially shapeshifting their own bodies in order to mimic various beneficial traits of wild creatures. (No complete shapeshifting, sorry - that way lies madness.)
- Pugilist?: Combat class with a focus on unarmed combat and grappling; may be a lock into the Brotherhood of the Fist guild, may not, still deciding. More rowdy brawlers and street fighters than disciplined martial artists. They typically prefer fighting without weapons, but there are some fist weapons that can be employed against opponents protected by armor or tough hides.
- Ranger: Utility class with focus on exploration/survival/bushcraft. Peerless explorers, trackers, hunters, and survivalists that can overcome the toughest climbs and swims out there. The term "Ranger" comes from their expertise in ranging about the wilderness, not anything to do with ranged weapons.
- Rogue: Utility class with focus on stealth/lockpicking/artifice. Your classic sneaky type with a penchant for shady activities such as picking locks and pockets, not all employ their talents for selfish or greedy purposes. Rogues also make great scouts, infiltrators, spies, perfectly legitimate locksmiths, and even recoverers of previously-stolen goods! (Note: NOT elite assassins; see Nightblades for that.)
- Sorcery Adept: An ability choice leading to joining the Rook Parlour guild. This is considered to be rooted in the character's background somehow, such as a history of related study or being tutored or similar, not something they only just now picked up to join Rook Parlour.
- *PENDING*: Some crafting-based class. More than one if we can think up ones that don't feel too shallow in their distinguishing traits and differences.
NOTE: For those who played COGG, know that re-appearing Classes here will not have inherent access to magical abilities that their COGG versions had. For example: Nightblades don't learn sorcerous abilities through their Nightblade class trainers, but could by joining the Claw of Shar or Harbingers of Aranas and visiting those guild trainers. Rangers and Berserkers don't learn druidic abilities through their class trainers, but a Ranger joining the Udemi or a Berserker joining Dwaedn Wyr could. Bards don't learn Words of Power on their own, but a Bard joining the Mummers could. Et cetera.
Here's our list of the Guilds and which Classes they'd accept (those surrounded by question marks are still under consideration/less-certain):
- Artisan (Coalition): Whatever crafting-focused classes we end up with. To start they'll probably just accept class-less characters with the warning that joining will lock them out of the Class Specializations (and that some Artisan-based class(es) may eventually be added).
- Brotherhood of the Fist: Pugilist
- Claw of Shar: Nightblade, Rogue
- Dwaedn Wyr: Berserker, Nightblade, ?Ranger?
- Elemancer: Their Own Thing
- Guild of Thieves: Rogue, Nightblade, Duelist, Marauder, Bard
- Harbinger: Dreadnought, Guardian, Marauder, Berserker, Nightblade
- Templar: Guardian, Dreadnought
- Mercenary (Coalition): Berserker, Dreadnought, Duelist, Guardian, Marauder, Nightblade, Pugilist
- Monk: Their Own Thing
- Mummer: Bard, Rogue, Duelist
- Rook: Their Own Thing
- Snowpine: Ranger, ?Bard?, ?Rogue?
- Udemi: Ranger, Berserker, Nightblade, Bard
- Utasa: Bard, Duelist, Nightblade, Rogue
- Warden of the Grove: Their Own Thing
- Wyrvardn: Dreadnought, Guardian, ?Duelist?
- (Unnamed Primalist Guild): Their Own Thing
- (Unnamed Physicker Guild): Their Own Thing
==========
Whew! Okay, and about ability trees: They're called "trees" because you go along various "branches", learning prerequisites in order to learn other abilities further along that branch. This is meant to prevent people from just cherry-picking all the "best" abilities, as well as encourage folks to be a bit more focused in the breadth of their character's capabilities.
And on the subject of breadth: Not everyone wants to learn a wide array of different abilities, so we're trying to accommodate specialization as well. To this end we're making several abilities repeatable with the benefit of increasing their bonuses.
As an example: Let's say the ability called "Weapon Specialization: Hafted" grants a passive +0.2 offense rerolls whenever using a hafted weapon for an attack, per rank, and can be learned up to 3 times. A character could spend 3 ability points to learn the ability all 3 times for a total passive +0.6 offense rerolls when attacking with a hafted weapon. Or the Combat Precision ability could be taken multiple times to further increase the bonus to chance to hit the body part being aimed for (and a +0.05 offense rerolls per rank on the side). Or the "Adjust Gear: Travel" ability a second time to be able to apply its benefit to additional types of gear. Additional ranks in Footpad or Inner Strength to increase their buff durations. All sorts of stuff like that.
A character not as interested in having a wide array of different abilities could stack up a lot of bonuses to give them some significant advantages over other characters that are spreading themselves thin trying to pick up all sorts of different abilities rather than investing in fewer abilities. We're hoping this will provide a better feeling of choice in whether a character is specialized or generalized, and it should give the specialization-minded characters something that feels worth spending their points on instead of them just taking abilities that didn't necessarily fit because they had nothing else to do with their leftover points after they'd already gotten everything they were interested in.