Roleplaying without Classes

Post » Mon Nov 01, 2010 1:17 pm

well, the titles may work for some people... but i'd always find myself getting REALLY into my characters, they'd come to life, they would have their own personality, and unfortunately, the choices i made at the beginning, thinking i'd define who they are, always turned out wrong.

i intended to make a necromancer in morrowind, i'd do what i wanted, but before long, my character just morphed into a hero before my eyes, and i couldnt bare to let even one life be snuffed out, even when it came to enemies, i'd only kill if absolutely necessary, my character became what i liked to call a "blade-mage" ...a strong mage with a wide array of magic, but also being a master at long swords.

i tried this again in oblivion, thinking i'd just make a necromancer, even more so since we were capable of stealing NPC souls... but, of course... he ended up becoming a hero, another blade-mage, actually he became a student of my previous character, and he was left in charge.

so... i think skyrim's way of doing things might work out, because i wont need to worry about making false assumptions about my characters' destiny, and they can simply use what they will use and still level up from it.

you can still make up rules for yourself, just make a list on paper of what your character will be and what skills they'll use, if all you needed were imaginary rules, make up your own, it cant be much different than choosing them in-game, because in reality, even choosing the rules you'd go by in-game still doesnt stop you from using whatever skill you wanted.
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Glu Glu
 
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Post » Mon Nov 01, 2010 8:05 pm

I personally don't like the idea of a classless system. Being a 'class' restricts you in some ways, but almost forces you to use what your character is skilled in, and usually the best of that armor, weapon or spell. If there's no classes, players will most likely tend to become some sort of jack of all trades...naturally wanting to use what would be most beneficial in combat, etc. I may have it in my head to play as a barbarian type, but then I run across some locked chests...or a suit of heavy armor that is far superior to your current light armor....too tempting to just use and be anything you want for the moment


I did that all the time in oblivion.
and besides, there IS some kind of restrictions in the game anyways. say, if you have 97 blunt and about 26 blade, the probably your ebony mace STILL hits harder than a daedric dagger, or at least they're very close.
and besides, being a knight in oblivion NEVER stopped me for one second to do the thieves guild and the dark brotherhood quests. I ALWAYS used sneak nto dungeons, and I also used a lot of magic, even though at level 32 I still have only 150 magicka due to my low intel level

basically it's still up to how you want to play. I intend on doing skyrim with a crazed off barbarian who sometimes uses a few spells. but I'll NEVER pick a lock with that character
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Wanda Maximoff
 
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Post » Mon Nov 01, 2010 7:13 am

Look at it this way, now you won't need to come up with all kinds of fancy names while making your character. After all, you're a level 1 nobody that just crawled out of prison and even a rat could bust you up with a few nips at your loincloth if you didn't manage to find a rusty sword and some filthy leather breeches.

You don't deserve a title! :P

So you just start out as Combat-Man, Stealth-Man or Magic-Man. Then, when you get a feel for your character and actually start to matter to people and hold your own in the world around you, you can call yourself whatever class you feel yourself to be :)


I'm going to be http://www.gamekings.tv/wp-content/uploads/megaman.jpg! :celebration:
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Bek Rideout
 
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Post » Mon Nov 01, 2010 5:52 pm

What did classes mean to other roleplayers in previous games?


Not a whole lot.

I actually think a classless system facilitates role-playing much better than the alternative.
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Mariaa EM.
 
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Post » Mon Nov 01, 2010 8:18 pm

I'll probably still have my characters be a "class" in the sense that they will specialize in certain skills anyhow. I don't need the little name tag really.
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Nathan Maughan
 
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Post » Mon Nov 01, 2010 7:42 am

I don't have a class in real life, I have skillz though. ;)
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teeny
 
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Post » Mon Nov 01, 2010 3:01 pm

I'll miss being able to name my custom class. The pre-made classes were worthless to me personally though.
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Jesus Lopez
 
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Post » Mon Nov 01, 2010 6:47 pm

What did classes mean to other roleplayers in previous games?

Not a whole lot

Often I didn't like the classes that were set up and were typically just done....wrong.

Mostly I just made up my own class with my own set of rules. I created a mage (not the same as the predefined mage class) and a spellsword (also not the same as the predefined class) but these classes I created were often under other names.

It wasn't just fighting that defined the roleplay or what major or minor skills I took. It was who I associated with, how I made money, and generally just how my character lived.

A lot of major things factor in how someone role plays but it's also about a lot of the small things. For example I couldn't run everywhere all the time. I walked or rode on a horse (the horse also walked unless being under attacked in which case we ran or I would get off and fend off the enemy) from city to city. My character ate, drank, slept at inns visited pubs with people who were his/her friend etc. etc.

Skills are not the only determining factor in roleplaying and I really enjoy thinking about how my characters interact with other people. What would they say and how would they react to the various events going on around them? What books do they enjoy reading and what is their favorite meal? What kind of booze do they drink and do they drink moderately or do they get drunker than a rat? Who do they hang out with and who do they dislike?

But overall it's about having fun with a character and not just have them blasting fire skills and shooting people with arrows till they have a thousand holes in them.
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ANaIs GRelot
 
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Post » Mon Nov 01, 2010 8:34 pm

You have a class.


It's called Dragonborn.

:celebration:
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Charlie Sarson
 
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Post » Mon Nov 01, 2010 1:34 pm

The way it is now doesn't really bother me all that much. Sure I'll miss coming up with unique names for my classes and seeing the name proudly displayed in the UI, but that's about it.

I hope we're still able to choose our major skills though. Otherwise, the game will get too easy fast, seeing as skill wise you won't have any strengths and weaknesses in a system that has all of your skills start off at the same basic level with all of them contributing to the level up process. The Major skill system is a must in most RPGs because it just promotes diversity.
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cheryl wright
 
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Post » Mon Nov 01, 2010 4:01 pm

i do kinda hope the npc's will call you 'warrior', 'spellsword', etc based on what skills your strongest with
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Scott
 
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Post » Mon Nov 01, 2010 9:11 pm

not this same thread again, havent we all got this off our chest? yes i think it svcks that we cant have classes and others think its good we dont have classes, didnt we all talk about this last night till 4 in the morning?
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bonita mathews
 
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Post » Mon Nov 01, 2010 1:57 pm

I think the mental and emotional association we have with the character we create will be there regardless of whether a class or title is there to define them. We each have a general idea of the type of character(s) we will play as in skyrim, and those characters always evolve somewhat as the game progresses. So I don't think it should be an issue.

I am, however, surprised that they have opted to remove the class system in this game. Personally, my biggest problem with the Oblivion class system was the lack of identity and depth to the classes themselves . People often argue that level scaling was the biggest problem in Oblivion, because they never felt like they were advancing as a character and becoming more powerful in the game, but I disagree. I think it was the lack of a visually identifiable evolution in our characters defining skills and traits that really hurt that game. I can't tell you how many times i started a character, be it a mage, an assassin, or a barbarian, only to feel the gameplay turn absolutely stale after an X number of hours of trying to roleplay within the limitations of that character. Spells didn't become more visually amazing and spectacular as i levelled up--they became more powerful, yes, but the fireball was still just a fireball, the lightning strike was still just a lightning strike. The swordplay was extremely basic and limited even with the few power moves that were unlocked as you increased your skills. So the very fact that they are trying to make the combat system in skyrim more intricate, with dual wield, perks, finishing moves, new spells and new spell animations, it surprises me that with these new aspects in gameplay/combat, and the subsequent growth that these aspects would mean to the characters we create within in the game, that the old class system has been removed.
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amhain
 
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