what will you call your characters "class"

Post » Fri Aug 12, 2011 4:04 pm

If there were class choices in Skyrim, I would name mine Legend. I always have :)
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Jessie Butterfield
 
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Post » Fri Aug 12, 2011 4:31 pm

An Assassin. Simple, I know.
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Felix Walde
 
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Post » Fri Aug 12, 2011 7:10 am

This game is too dumbed down for class naming, I'm afraid. If it were like Morrowind, where classes mattered, that would be a different story...

:facepalm:
I will name my class a Torchblade, he will use mainly spells regarding fire, and use one-handed blades. My character will also do some alchemy, and enchanting.
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Richard Thompson
 
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Post » Fri Aug 12, 2011 9:02 am

This game is too dumbed down for class naming, I'm afraid. If it were like Morrowind, where classes mattered, that would be a different story...

What an absurd statement. Please explain how Skyrim is so "dumbed down" that you cannot put a name to the certain skills you limit your character too? Or is that just it, you can't limit yourself because you don't have handrails anymore, and can't just RP it? Because you have no imagination?

That's the point, classes were pointless, because all they did was give imaginary borders and limits when it wasn't required if you were RP'ing correctly. I can make a Nord Warrior in Morrowind, but then use nothing but Restoration.
So, what good was my class? Absolutely nothing. They are FAKE borders and FAKE boundaries that didn't even technically exist. You could still do whatever you want.

Skyrim now gives you the freedom to do just that. But you can also RP a Warrior, by only using Heavy Armor, Block, Blacksmithing, 1 handed weapons, and 2 handed weapons. Voila. Warrior class RP'd. It's not hard. Use your imaginations.
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Lewis Morel
 
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Post » Fri Aug 12, 2011 6:33 am

Yes. Classes define the PC's personal history and life experience leading up to the point of the start of the game. It also defines their personal aptitudes and general area of expertise and past familiarity & training.


No, classes don't determine that, the player determines that. I am the one who decided what my character was like before ending up in the Imperial City Prison, I am the one that determined what actions he took, and what led to him being imprisoned.

This is a personal choice (or a personal mistaken choice); It has nothing to do with RPG game mechanics. :shrug:


But now the game is offering me a chance within the system to rectify that.

But there should be... Player characters of a given caste should have heavy incentives to remain in class, and /or heavy penalties to break class with an out-of-class skill choice ~and unlike in D&D, I would wish that such a skill selection did require a willing teacher; either paid or indebted to the PC.


In all, I agree. Morrowind was superior to Oblivion in that regards, because if I didn't take, say, Restoration as a class skill, then attempting to use Restoration in battle for an urgent heal spell would be a bad choice. Picking up a spear if my class skills were Long Blade or Axe was a bad choice, because I wouldn't be effective.

However, Oblivion had a very flawed class system. There was no penalty for using a skill you weren't good at. There were no failed casts, no missed weapon hits, no failed attempts at alchemy or enchanting. In fact, a common tactic in Oblivion was to pick skills you -wouldn't- use as your majors, and level up your minors to control your leveling.

Because of the direction they want to take with combat (which I believe is superior gameplay wise to Morrowind), the Oblivion implementation of skills is what's needed. Now, instead of determining what skills level you up, you just do what you want, and you'll have perks to further specialize your character to your vision. It does the same thing, but it fits their vision of real time combat, which is superior to Morrowind's dice roll combat.

Just 'doing a new skill', on a whim is quite seriously like deciding one day to take up herbalism and going out into the park and picking mushrooms for a snack.


As an aside: I'm finding it devilishly ironic that the players most often against classes in RPGs do seem to usually treat their characters as a class instead of a role. :chaos:


I'm not sure if that last comment was directed at me or not... ???

I build concepts, not classes. I build characters, not classes. I have many character designs and concepts because I am an aspiring fiction writer. I like to implement those characters into these games, and I select the skills based off what best reflects who those characters are, not what would be a more effective build. I combine the characters personalities with my personal gameplay goals. The class system of Morrowind or Oblivion, or the skill system of Fallout 3 and Skyrim, are all methods of achieving the same goal. They may have a different approach to that goal, but the end result is about the same thing. Focus on the skills you want, level up what you do, and specialize your character through perks.
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Katie Samuel
 
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Post » Fri Aug 12, 2011 5:15 pm

I have one character who will identify himself as a Mystic when asked.

Another will simply call herself a Bosmer.

The third will be too busy kicking ass for such polite conversation.
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Justin
 
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Post » Fri Aug 12, 2011 6:51 pm

-snip-

I think you should read my last post, directly above your last post, and tell me what you think.
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Peter P Canning
 
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Post » Fri Aug 12, 2011 5:27 pm

I've always role-played a male Dunmer who is both a fighter and an assassin (bit more fighter than assassin). The only apt name I could ever come up with for a class was, well, fighter-assassin.

Yeah, I know, not very original. :shrug:

Through the years he's abstained from the casting of spells, although he studies and is a heavy practitioner of alchemy. He will use the occasional scroll or
enchanted weapon or item depending on the situation.

He basically relies on fighting prowess, cunning, and sheer skill to overcome both enemies and obstacles.

I guess you could say that, in a sense, he's kinda like a lawful-evil Dunmeri :batman:.

Maybe I should just use "Nirn's Greatest Detective" as a class name. :rock:
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Kayla Bee
 
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Post » Fri Aug 12, 2011 10:48 pm

This game is too dumbed down for class naming, I'm afraid. If it were like Morrowind, where classes mattered, that would be a different story...

The class system still svcked compared to other RPG's.
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Taylah Illies
 
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Post » Fri Aug 12, 2011 7:52 pm

I'll probably combine magic and combat, so I guess that'll make me a Battlemage... Or a Crusader, I loved playing that class in Morrowind. The thief skills never really appealed to me.
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kirsty williams
 
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Post » Fri Aug 12, 2011 7:43 am

If Beth is going Galsiah's Character Development Style (which is essential for my Morrowind game), then I'll be happy.
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Heather M
 
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Post » Fri Aug 12, 2011 4:37 pm

My warrior is a Dark Guardian, my mage is a Sage and my thief is a Shadow of the Night.
Or alternatively, my warrior's a warrior, my mage's a mage and my thief's a thief.
That's probably what they'd each describe themselves as.
But my warrior would probably prefer to be called an Atoner.
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Queen Bitch
 
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Post » Fri Aug 12, 2011 2:18 pm

Master of the universe???
Kinda fits the theme in my opinion
Especially if i get a lightning sword!!!!
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Shannon Marie Jones
 
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Post » Fri Aug 12, 2011 8:47 pm

Simple... Viking... or Sea Raider
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Manny(BAKE)
 
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Post » Fri Aug 12, 2011 4:07 pm

Definitely a ranger :) I like this class so much I could actually live in a forest in real life...
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Adrian Morales
 
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Post » Fri Aug 12, 2011 8:10 pm

Psychopath.
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Jessica White
 
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Post » Fri Aug 12, 2011 8:29 pm

Hunter.
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Mackenzie
 
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Post » Fri Aug 12, 2011 6:05 pm

(ork) Dragon Berserker! strictly no magic, dual axes, and he can use dragon shouts. overall B.A. hes like the rambo of skyrim.
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Lisa Robb
 
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Post » Fri Aug 12, 2011 9:06 am

Because it was similar to a spellsword or battlemage but those names were already taken, I usually called my Oblivion custom class a 'Runeblade'.
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Charleigh Anderson
 
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Post » Fri Aug 12, 2011 3:55 pm

First dude: Nord Mercenary (War Axe, Dagger, Bows and Light Armour)

Later: Redguard Gladiator (Claymore and Light Armour/Clothes)
Orc War Mage (Destruction spells, Battle Axe, Heavy Armour and Clothes)
Breton Warder (Alteration, Restorationa and Illusion spells, Mace and Heavy Armour)
Dunmer Agent (Dagger, Alchemy and Clothes)
Imperial Duelist (Longsword and Clothes)
Nord/Imperial Bard (Illusion magic and a Longsword, Clothing)
Khajiit Warrior (War Axe, Shortsword and Heavy Armour)

Not sure if I'll try all of 'em, but those are the characters I've come up with 'till now that I kinda wanna try.
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Love iz not
 
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Post » Fri Aug 12, 2011 3:17 pm

Iron-Blood

Alteration(mostly for shield spell), heavy armor, one handed weapon, smithing, and enchanting.

Nord male, always gotta start with the nord male...I might pick up restoration too, just incase. We'll have to see.
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hannah sillery
 
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Post » Fri Aug 12, 2011 7:36 pm

No, classes don't determine that, the player determines that. I am the one who decided what my character was like before ending up in the Imperial City Prison, I am the one that determined what actions he took, and what led to him being imprisoned.
Yes... they do. In TES they don't because the PC has no past ~they literally begin life in a jail cell, having never been arrested. Its like they http://www.youtube.com/watch?v=hYOWIdPHXts one night.

A character of a defined class, has spent a good portion of their teen and advlt life in training; Their class is what they know, what they are good at, and what they aspire to become great at. Its no different than studying at a trade school, or apprenticing as a Blacksmith...You don't learn that stuff by deciding to just do it one day on a whim, (and you really do need a decent instructor). Imagine for a moment if someone you knew just started doing dentistry to the public; just up and began taking patients on a "pick it up as you go" basis. Its really not that different from TES.

**Classes also have this neat ability to synchronize the expectation of the character's ability in the engine, and the player's own head simultaneously. This prevents the player from inventing a PC that was svcked into a vortex out of his trailer park, and arrived in the world dressed in sneakers & jeans and was arrested and as a demon and thrown in jail; stripped of their demon apparel and left to rot in the dungeon until someone figures out what to do with them. The game has to understand the character, and modern games as yet cannot really do this without classes ~or without making the details inconsequential.

***Incidentally... I've played RPGs with a class for inter-dimensional demon PC's :laugh:

But now the game is offering me a chance within the system to rectify that.
It shouldn't though. Choices should carry weight in any RPG that takes itself seriously.
Those RPGs that offer a chance to change, should [IMO] do so at significant cost to the player (be it by sacrificing future growth, or money, or time, or both; or all three).

Because of the direction they want to take with combat (which I believe is superior gameplay wise to Morrowind), the Oblivion implementation of skills is what's needed. Now, instead of determining what skills level you up, you just do what you want, and you'll have perks to further specialize your character to your vision. It does the same thing, but it fits their vision of real time combat, which is superior to Morrowind's dice roll combat.
I will always consider the die roll superior, because it reflects probability weighted by their personal ability ~which equates to, the better they get at it, the more likely they succeed at trivial application of it, and the more chance they have of success (even just slight chance), at a more difficult use of the skill. This definition applies well to any skill in most any RPG; from marksmanship to lock-picking, to silver tongued negotiating, (and always carries with it a margin for mortal fallibility and bad luck ~as well as good luck). IMO there is no superior method for an RPG [specific].

I'm not sure if that last comment was directed at me or not... ???

I build concepts, not classes. I build characters, not classes. I have many character designs and concepts because I am an aspiring fiction writer. I like to implement those characters into these games, and I select the skills based off what best reflects who those characters are, not what would be a more effective build. I combine the characters personalities with my personal gameplay goals. The class system of Morrowind or Oblivion, or the skill system of Fallout 3 and Skyrim, are all methods of achieving the same goal. They may have a different approach to that goal, but the end result is about the same thing. Focus on the skills you want, level up what you do, and specialize your character through perks.
It was not; but since you mention fiction writing, and of designing characters, then you are well placed to understand the notion of character intent, past experience; habits, and acquaintances. You know what people mean when they speak of "in character".... Like how Cyclops & Wolverine (of the Xmen) would approach situations differently; and both differently than someone like Nightcrawler... And I'm not just talking abilities here, but personalities; views on revenge, and shame, and honesty. :shrug:

Who could trust a character that did whatever their whim decided... who was friendly in one town and murdered people for their home in the next. In D&D terms that sounds like Chaotic Neutral ~and most of those guys are barmy hokerrs.

The whole point to RPGs (in many views) is to read the character (either as assigned or as designed by the player) and act in accordance with the role (or 'living' personality) of the character they've chosen to play ~this time. Now imagine if the next Xmen movie had Wolverine swear off fighting and take up magic spells with Dr. Strange... Baring the fact that he'd need to find a teacher (it'd be awful if he just donned a robe and began shouting gibberish until he got it right :laugh:); barring that, would you think he'd be any good at it? Does he have the background for it? Should he start on equal footing (as an apprentice) with say... Mr. Fantastic or Dr. Doom ~should they also decide to take up apprenticeship with Dr. Strange.

It all falls apart rather quickly without class archetypes; and generally sticking to class.



My comment about the irony, was describing how many treat there character as a class (of abilities they can do), instead of a role (a complete personality, history, and motivations ~and possibly fears and insecurities that would lead that particular individual to behave in particular ~or even peculiar ways that are unique to them).
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Destinyscharm
 
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Post » Fri Aug 12, 2011 6:20 pm

As always, God
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Elisha KIng
 
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Post » Fri Aug 12, 2011 8:54 pm

Adventurer.
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Vivien
 
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Post » Fri Aug 12, 2011 7:43 pm

Crusader.
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Laura Mclean
 
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