Realm Wars Character Classes

This is a summary of the ideas on races and classes so far, based on the discussion on the Garage Games forums as well some internal discussion.

Races and Teams - Are teams composed of only one race? (or racial mix)

At this point in time teams will be allowed to mix different races. The next release will only have two races with one class each - I don't see how playing an all-Grunt or all-Sorceress team would be fun. However this is a question to consider now because it will effect how future models are created.

Should teams be restricted to only one race? (Or thematic group)
Racial restrictions on teams only make sense with decent numbers of classes per race. At this point regardless of whether it is feasible in the long run or not it does not seem feasible now.

How to Proceed: To keep our options open, it makes sense develop the characters systematically, only choosing races that allow some room for expansion within that race. A Merman might not be a good idea, for example, because a race of 3+ classes of different Mermen might be a bit hard to come up with and Mermen don't seem to naturally fall into a theme like "bad guys." We want to choose races that can allow for diversity of classes. If we later find that restricting the racial makeup of teams doesn't work we can always add oddball race/class combinations. It could also be possible to loosen up the racial requirements a bit, for example throw Elves, Dwarves and Humans into the same "good guy" classification.

Classes, Weapons and Spells

The idea of unique weapons and spells for classes is interesting and appears doable. It would certainly add another important axis that classes can differentiate on. For example, perhaps only an Orc could wield a giant stone pillar as a weapon, but not make use of a Thief�s throwing knives.

This does introduce some interesting problems, chief of which is where do you get weapons from? Imagine a battle with 10 different classes participating. If weapons are strewn about the map in typical fashion, you might have to search high and low to find any weapon you can use at all. In the worst case any weapon you run into will have only a 1/10 chance of being usable by you. Solutions? Another idea that seems popular is lending real strategy to the acquisition of weapons, by limiting the number of weapon slots and also weighing players down based on their equipment. If you already have a giant axe and a crossbow is it worth it picking up a throwing axe as well, or will it just slow you down? Maybe you can save the crossbow to throw to your Thief friend who is currently using an awkward hammer they can't wield very effectively.

Distinguishing Factors of Classes

These are the proposed ways that classes can actually differ from each other.

Feedback

As always, to provide feedback on this document you can post to the Garage Games forums or send mail to James Margaris. All opinions are welcome. 1
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