We will not actually reply this query to your particular sport with out figuring out your sport mechanics intimately.
In broad phrases, what makes a personality/class attention-grabbing is uniqueness. Ignoring story/persona and focusing totally on sport mechanics, there are a number of methods to make a category distinctive and attention-grabbing in an RPG:
With stats
Important modifications in stats may also help make a category distinctive. For instance, the attacker may need excessive power and low protection, whereas the tank has low power and excessive protection, and the ninja has low assault and protection however excessive velocity. Nevertheless, stat modifications alone will not be normally sufficient to make a category attention-grabbing; they need to be mixed with different approaches.
With skills
Distinctive and memorable skills are sometimes the easiest way to make your courses attention-grabbing. This may be approached in several methods; in some video games, every class has its personal set of distinctive skills that are not out there to another class. In different video games, totally different courses would possibly mix-and-match from a normal set of skills, but in addition every have at the very least just a few distinctive skills.
Talents usually take the type of particular actions that the category can take throughout fight. Some examples:
- Cleave: Assault one goal, ignoring the goal’s armor.
- Sweeping Strike: Assault all enemy targets.
- Defend: Defend one ally from assault, receiving assaults that focused that ally.
- Rejuvenating Rain: Heal all allies barely.
Lively skills usually have a price (e.g. MP, AP) or a cooldown in order that the participant cannot use them each spherical.
You may also have passive skills that are at all times energetic, reminiscent of:
- Hearty: Restore 5 HP every spherical.
- Fireproof: Immune to fireside assaults.
- Swordmaster: +1 injury with swords.
With gear
One other approach to distinguish between courses is with the gear (armor, weapons, and equipment) that they’ve out there.
A basic strategy (seen in lots of JRPGs I believe) is that every class has its personal totally distinctive set of substances. The mage can solely put on mage armor and carry mage weapons, the fighter can solely put on fighter armor and carry fighter weapons, and many others. For my part, this does not truly make courses extra attention-grabbing. It simply provides just a little little bit of tedium (having to amass separate gear for every class) with out giving the participant any freedom to customise their play type. In some circumstances it is maddening (“what, my mage cannot even placed on a helmet?”). It additionally might not work effectively in a real roguelike the place RNG implies that the participant may probably not be capable of discover any gear for a particular class.
Personally, I discover restrictions rather more attention-grabbing. Some examples:
- There are three classes of armor (mild, medium, and heavy). The mage can solely put on mild armor, the fighter can put on mild or medium armor, and the tank can put on any class of armor. You may need a velocity penalty for heavier armor so that there is a motive to not at all times put every class within the heaviest armor out there.
- Any class can use a sword, however solely mages and healers can use a wand, and solely fighters and tanks can use a protect.
By not limiting every class totally to its personal distinctive gear, we give the participant some freedom to customise their social gathering.
We should still wish to have just a few distinctive legendary objects that may solely be outfitted by a particular class; for instance, solely the cleric can equip the Divine Sword of Retribution.