Sylvius the Mad Posted September 29, 2012 Share Posted September 29, 2012 This isn't a feature I generally like. I think classes should be designed to make sense within the setting, and then the players can work out how they want to use those classes together as an effective group. For example, in D&D-based games many different classes can adequately fill the role of front-line warrior, including some non-warrior classes like Clerics. They might not all be as good at acting like a front-line warrior as a Fighter is, but that can be compensated for with the rest of the group. Similarly, in DAO a character of any class could fill that front-line warrior role. Warriors, obviously, did well, but Rogues and Mages could both, depending how they were built, do the same (Rogues were arguably better at it). The tendency, which I mostly blame on MMOs, to force each class into a specific combat role is something that I think harms the coherence of the game's setting. Class abilities should not be so narrow as to appear obviously designed. So I'm very much hoping that Project Eternity will not rigidly define classes by their intended roles in combat. 7 God used to be my co-pilot, but then we crashed in the Andes and I had to eat him. Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now