ID:151769
 
So yesterday i started preparing to create a new RPG for BYOND because i've looked around BYOND. Not so many RPG's so i was wondering should i have disadvantes and advantages for each race e.g. strength defence. I wanted to put it forward in the community to see what you guys thought, this is sort of what i expect if it is what you want.

mob
Races
Knight
Strength = 20
Defence = 20

Mage
Magic = 20
Strength = 6
Defence = 8

Village_Protector
Strength = 13
Defence = 15

Thief
Strength = 7
Defence = 6
Of course, these are classes, not races. Races are like Humans, Bunnies, Chickens, Turtles, etc.

The different races, to make an interesting game, actually should be <_<..

Separate but equal.
In response to Kaiochao
Thanks i will change that also they will have seperate advantages which can make them equal.
Thieves should have chriasma to be able to tell better lies and smooth talk.
In response to Trosh Kubyo
Oh thanks didn't think of that keep ideas coming taking notes.
In response to Rickoshay
Theifs should be able to talk the guards into letting them into places where they shouldn't be, they should be able to negotiate better prices with the shopkeepers, should be able to steal stuff within the store with a chance of being caught and the guards chasing them, should have skills allowing them to move quicker or disappear for a short amount of time (near something like trees or bushes or something similar)

Mages should have a bunch of cool elemental spells, not a lot of armor but be able to enchant their armor for a amount of time making it more durable and higher defense, they should have at least the four basic elemental spells starting off (Fire Earth Water Wind) since each cancels one another out, they should be able to get a spell(s) that reveal stuff about monsters as they are killed (sort of like a monster book sort of thing with the weaknesses and exp and gold and such) exclusively to them (making them a high want for any questing team)

Priests should be able to elementally enchant their friends with spells making them extra strong or extra fast for a short amount of time not to mention the fact that they can heal which should/would do damage to the undead making them a want for the catacomb quest team.

And obviously the most obvious the Warrior or Knight or whatever you will name it will obviously have a good balance of Strength and Defense but lack in the skill/spell division making them the basic meat shield for the team of further ranged classes.

Obviously if those are to be the only classes then you would want to have a good 6-10 races that give bonuses and negatives that equal out all of the classes making them all good to play and not one-sided.

Hopefully that (^) helps.
In response to VolksBlade
Thanks so Volks added most of the stuff there to my notes since i had thiefs hiding and mages with basic spells.
In response to VolksBlade
Someone's been playing Ragnarok.
In response to Mysame
Mysame wrote:
Someone's been playing Ragnarok.

Not in a few months, but that is basically what I had imagined my classes to be like if/when I made a RPG