Predefined classes used as templates

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Predefined classes used as templates

Post by pango » Sun Jan 06, 2019 4:33 pm

I don't remember if I mentioned this idea before, so in case I didn't:

After you selected some predefined class, DFU could display some message dialog "Review class? Y/N" and if you reply Yes would bring the custom class screen, but with the predefined class definition already filled in.
That way:
- it would raise awareness about classes customization;
- it allows to check what exactly predefined classes are;
- play predefined classes with some adjustments, if you don't like some of the settings;
- that could even become the preferred way to speed up character creation: not start from scratch but from the closest predefined class.

Maybe the class name should be altered (say append a "*" at the end?) if the class is no longer pristine? I'm not sure it's worth the trouble in a single player game, but maybe have something in logs for support debugging?
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Re: Predefined classes used as templates

Post by Feralwarlord » Sun Jan 06, 2019 7:09 pm

I like this idea

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Re: Predefined classes used as templates

Post by Alyndiar » Tue Jan 08, 2019 3:52 am

Yes, please go forward with this idea! This would allow for easier creation of balanced custom classes. Starting from existing templates sounds great!

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Re: Predefined classes used as templates

Post by Narf the Mouse » Tue Jan 08, 2019 4:52 am

Hmm... I understand that (some?) predefined classes get extras that custom classes do not? Certainly, the Mage starts with different starting spells. That's a question that probably should be addressed. :)
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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