Skip to content
kmac0443 edited this page Jan 20, 2015 · 6 revisions

Option 1 for Class (or Occupation) Mechanics

There are four stats that represent a characters basic abilities. They are Constitution, Strength, Intelligence, and Dexterity. Each of these stats plays into a character's ability to perform certain actions in the game.

Constitution: allows a character to be more healthy for longer (food, hp last longer)
Strength: influences a character's general fighting ability
Intelligence: mostly used for crafting checks
Dexterity: sprint longer, lock-picking (if included in mechanics)

C S I D - Class, starting advantage
1 1 0 0 - Blacksmith, starts with weapon crafting knowledge (maybe 1 0 1 0)
1 0 1 0 - Farmer, starts with farming tool crafting knowledge (maybe 1 1 0 0)
1 0 0 1 - Craftsman, starts with a general but spotty crafting knowledge
0 1 1 0 - Bailiff, starts with weapons
0 1 0 1 - Thief, starts with valuables
0 0 1 1 - Merchant, starts with general merchandise (food?)

I'm not married to the names of each class, but I tried to give each of them a flavor different from the rest. Some of them start with knowing how to craft certain things, and other were given starting equipment to balance it out. Obviously nothing is set in stone, but thought went into this and if anyone would like to change things a bunch we should talk about it.

Possible Health Idea 10 + Con + (0.5 x all other stats)
This way leveling up other stats won't leave characters in the dark HP-wise. But characters with high Constitution have a stay-alive advantage.

Previous Ideas

Classes: Pick a background or occupation (before the disaster) that gives them a specific stat setting. Each occupation affects the characters starting stats (+/- 1) in some attributes. Would like the initial occupation to affect the early game but can become obsolete later so players don't feel limited.

Examples: Blacksmith Stonemason Carpenter Farmer Merchant Factory Worker Criminal/Pugilist

Clone this wiki locally