Class Progression System
Class Progression System: Weapons + Specialty Powers
Each class would progress through five weapon mastery stages:
-
Basic Training
- Simple attacks, guard, movement, starter techniques.
-
Disciplined Fighter
- Better combos, counters, weapon-specific tricks.
-
Specialist
- Unique weapon moves, class-based execution abilities, battlefield control.
-
Master
- Advanced chains, defensive reactions, party synergy, enemy-specific attacks.
-
Legendary
- Signature class powers, rare weapon techniques, devastating finishers.
The higher the mastery, the more the weapon becomes an extension of the character’s identity.
Warrior Class
Weapon Types
Sword and Shield
The classic frontline protector.
Progression Abilities:
Shield Brace
- Reduces incoming damage.
- Blocks arrows, bolts, and minor spells.
- Can protect nearby allies behind the warrior.
Shield Bash
- Stuns weak enemies.
- Interrupts spellcasting.
- Knocks smaller enemies off balance.
Guard Breaker
- Uses the shield edge to crack enemy defense.
- Strong against armored soldiers, darkspawn, and shielded enemies.
Wall of Steel
- Warrior plants their shield and becomes nearly immovable.
- Allies behind them gain damage resistance.
- Great for holding doorways, bridges, tunnels, and chokepoints.
Aegis Charge
- Warrior rushes forward with shield raised.
- Knocks enemies aside.
- Can crash through weak barricades or stagger large creatures.
Legendary Ability: Fortress of One
- The warrior becomes a living fortress.
- Blocks attacks from the front automatically for a short time.
- Enemies striking the shield may be staggered or disarmed.
Two-Handed Sword / Axe / Hammer
For heavy damage, cleaving attacks, and brutal crowd control.
Progression Abilities:
Heavy Cleave
- Wide swing that hits multiple enemies.
Armor Splitter
- Reduces enemy armor.
- Extra effective against knights, ogres, golems, and heavily armored darkspawn.
Ground Breaker
- Smashes the ground, staggering enemies in a cone.
Execution Arc
- Powerful finishing swing against wounded enemies.
Titan Swing
- A massive full-body strike that sends smaller enemies flying.
Legendary Ability: Earthshatter
- The warrior slams their weapon into the ground.
- Creates a shockwave.
- Knocks enemies down, cracks stone, and disrupts magical barriers.
Dual Axes / Dual Maces
For aggressive warriors who sacrifice defense for relentless offense.
Progression Abilities:
Rending Pair
- Two quick strikes that cause bleeding.
Bone Cracker
- Mace strike that slows enemy movement and attack speed.
Cross Chop
- Dual weapon strike that damages armor and flesh.
Whirl Assault
- Spinning attack that hits surrounding enemies.
Savage Rhythm
- Every successful hit increases attack speed for a short time.
Legendary Ability: Bloodstorm
- The warrior enters a violent chain of strikes.
- Attacks jump from one nearby enemy to another.
- Best used when surrounded.
Warrior Specialty Powers
Champion
The battlefield commander and unbreakable defender.
Special Powers:
Rallying Roar
- Boosts party defense and morale.
Unyielding Presence
- Nearby allies resist fear, panic, and knockdown.
Challenge the Field
- Forces enemies to focus on the Champion.
Heroic Stand
- The Champion cannot be killed for a brief moment, surviving at 1 health.
Legendary Specialty Ability: Banner of Defiance
- Plants a war banner.
- Allies inside its radius gain armor, stamina regeneration, and resistance to control effects.
Berserker
A brutal warrior who grows stronger as the fight gets worse.
Special Powers:
Rage Feed
- Taking damage builds rage.
Pain Into Power
- Lost health increases attack power.
Frenzied Recovery
- Killing an enemy restores health.
Terror Swing
- A savage strike that can frighten weaker enemies.
Legendary Specialty Ability: Red Haze
- Berserker loses defensive discipline but gains massive damage, speed, and stagger resistance.
Templar
Anti-mage warrior trained to fight demons, blood magic, abominations, and hostile spellcasters.
Special Powers:
Cleanse Magic
- Removes magical effects from an ally.
Spellbreaker Strike
- Weapon attack that weakens enemy barriers.
Silence Aura
- Reduces spellcasting speed of nearby enemies.
Demon Brand
- Marks demons and abominations for extra damage.
Legendary Specialty Ability: Rite of Severance
- Temporarily cuts an enemy off from magical energy.
- Can shut down mages, demons, magical constructs, and Fade-touched creatures.
Rogue Class
Weapon Types
Daggers
Fast, precise, and deadly.
Progression Abilities:
Quick Cut
- Fast opening strike.
Backstab
- Heavy damage from behind.
Hamstring
- Slows enemy movement.
Vein Slice
- Causes bleeding over time.
Shadow Chain
- Multiple dagger strikes from different angles.
Legendary Ability: Thousand Cuts
- Rogue delivers a blur of rapid strikes.
- Damage increases if attacking from stealth or behind.
Bow
Precision, range, traps, and battlefield control.
Progression Abilities:
Piercing Shot
- Ignores some armor.
Pinning Arrow
- Locks an enemy in place.
Split Shot
- Fires multiple arrows at different targets.
Smoke Arrow
- Creates a vision-blocking cloud.
Beastkiller Shot
- Extra damage against large creatures.
Legendary Ability: Dead Man’s Line
- Rogue marks a straight line across the battlefield.
- Any enemy in that line is struck by a devastating arrow shot.
Crossbow
Slower than a bow, but heavier, nastier, and better against armor.
Progression Abilities:
Heavy Bolt
- Strong single-target damage.
Crippling Bolt
- Injures legs or joints.
Barbed Bolt
- Causes bleeding and punishes movement.
Hook Bolt
- Pulls smaller enemies forward or drags them off balance.
Explosive Bolt
- Deals area damage using crafted ammunition.
Legendary Ability: Siege Shot
- Fires a massive bolt that can pierce multiple enemies, shields, and weak barriers.
Throwing Knives
Fast mid-range rogue weapon option.
Progression Abilities:
Knife Flick
- Quick ranged poke.
Fan of Blades
- Throws multiple knives in a cone.
Marked Throw
- Knife marks an enemy for increased critical damage.
Interrupting Throw
- Stops enemy abilities or spellcasting.
Ricochet Knife
- Knife bounces between enemies.
Legendary Ability: Storm of Blades
- Rogue throws a barrage of knives around the battlefield, striking multiple marked targets.
Rogue Specialty Powers
Assassin
The single-target execution master.
Special Powers:
Death Mark
- Marks one enemy for increased damage.
Silent Step
- Movement makes less noise and draws less enemy attention.
Expose Weakness
- Reveals armor gaps, increasing critical chance.
Killing Intent
- First attack from stealth deals bonus damage.
Legendary Specialty Ability: Final Breath
- If the target is below a certain health threshold, the Assassin can instantly execute them.
Duelist
A rogue who fights face-to-face with style, footwork, and counters.
Special Powers:
Feint
- Tricks enemies into missing.
Riposte
- Counterattack after a successful dodge.
Blade Dance
- Increases dodge and attack speed.
Mocking Flourish
- Forces an enemy to attack recklessly.
Legendary Specialty Ability: Perfect Exchange
- The Duelist avoids an incoming attack and lands a guaranteed critical counter.
Saboteur
Trap specialist, battlefield manipulator, and dirty fighter.
Special Powers:
Tripwire
- Knocks enemies down.
Smoke Bomb
- Breaks enemy line of sight.
Oil Flask
- Creates a flammable surface.
Caltrop Spread
- Slows and damages enemies walking through an area.
Legendary Specialty Ability: Kill Zone
- The Saboteur creates a trapped area filled with wires, spikes, smoke, and explosive charges.
Mage Class
Weapon Types
Staff
The traditional mage weapon, but it should have deeper progression.
Progression Abilities:
Arcane Bolt
- Basic magical projectile.
Elemental Channel
- Staff changes damage type based on equipped spell focus.
Barrier Pulse
- Sends out a defensive wave.
Spell Lance
- Concentrated beam that pierces barriers.
Mana Surge
- Staff attacks restore small amounts of mana when hitting weakened enemies.
Legendary Ability: Arcane Tempest
- Mage channels raw energy through the staff, striking multiple enemies with chained magic.
Wand and Focus
A faster, more technical mage weapon style.
Progression Abilities:
Quick Spark
- Fast low-cost magical attack.
Focus Shield
- Creates a small personal barrier.
Dual Cast
- Allows two minor spells in quick succession.
Precision Hex
- Weakens one enemy’s resistance.
Mana Needle
- Pierces magical armor or barriers.
Legendary Ability: Perfect Casting
- For a short time, minor spells cost less mana and cast faster.
Spellblade
For mages who fight with enchanted blades.
Progression Abilities:
Arcane Slash
- Melee strike infused with magic.
Blink Step
- Short magical dash.
Elemental Edge
- Weapon gains fire, frost, lightning, or spirit damage.
Barrier Cut
- Melee attack that damages magical shields.
Spell Parry
- Deflects a projectile or spell with the enchanted blade.
Legendary Ability: Rift Sever
- Spellblade cuts through magic itself, damaging enemies and tearing down barriers.
Grimoire / Tome
A slower but more powerful caster weapon style.
Progression Abilities:
Rune Script
- Places a small rune on the ground.
Binding Word
- Slows or roots an enemy.
Stored Spell
- Pre-loads one spell for instant use later.
Forbidden Verse
- Damages enemies but strains the caster.
Ward Circle
- Creates a defensive magic circle.
Legendary Ability: Page of Ruin
- The mage reads a destructive verse that damages enemies in a large area and weakens their resistances.
Mage Specialty Powers
Spirit Healer
Support mage focused on healing, protection, and survival.
Special Powers:
Mend Wounds
- Restores health.
Protective Ward
- Reduces incoming damage.
Reviving Light
- Revives a fallen ally.
Spirit Link
- Shares healing between party members.
Legendary Specialty Ability: Sanctuary
- Creates a sacred zone where allies regenerate health, resist fear, and cannot be easily knocked down.
Blood Mage
High-risk, forbidden magic.
Special Powers:
Blood Price
- Spends health instead of mana.
Crimson Grasp
- Holds an enemy in place.
Pain Mirror
- Reflects some damage back at attackers.
Blood Puppet
- Briefly controls a weakened enemy.
Legendary Specialty Ability: Red Dominion
- Blood Mage dominates multiple weakened enemies or violently ruptures those who resist.
Elementalist
Master of fire, frost, lightning, earth, and storm magic.
Special Powers:
Flame Wave
- Burns enemies in a cone.
Frost Prison
- Freezes or slows a target.
Lightning Chain
- Jumps between enemies.
Stone Skin
- Increases armor.
Storm Field
- Creates an area of dangerous weather magic.
Legendary Specialty Ability: Cataclysm
- Combines multiple elements into a destructive battlefield event.
Archer Specialty Path
Even though archery can be under Rogue, it deserves its own deep identity.
Marksman
Precision shooter and battlefield observer.
Special Powers:
Hunter’s Eye
- Reveals weak points.
Long Draw
- Increases damage the longer the shot is charged.
Breath Control
- Slows time briefly while aiming.
Armor Gap Shot
- Ignores some armor.
Legendary Specialty Ability: One Arrow, One End
- A single shot with massive critical damage against marked targets.
Beast Hunter
Specialist against monsters, darkspawn beasts, dragons, deepstalkers, spiders, and large creatures.
Special Powers:
Creature Lore
- Reveals monster weaknesses.
Trap Beast
- Special trap for large enemies.
Scale Piercer
- Extra damage against armored beasts.
Bleed the Giant
- Causes large enemies to lose health over time.
Legendary Specialty Ability: Dragonline Shot
- A powerful arrow designed to wound massive creatures and interrupt breath attacks, charges, or wing beats.
Hand-to-Hand Class / Brawler
This would be perfect for Dragon Age because hand-to-hand combat is underused.
Weapon Types
Fists / Gauntlets
Progression Abilities:
Jab Chain
- Fast punches that build pressure.
Body Blow
- Reduces enemy stamina.
Iron Guard
- Blocks with forearms and gauntlets.
Counter Hook
- Punishes missed enemy attacks.
Bonebreaker Combo
- Heavy punches that weaken enemy damage output.
Legendary Ability: Mountain Fist
- A crushing strike that sends enemies flying or breaks their guard completely.
Knuckle Weapons
Metal claws, dwarven knuckles, spiked gauntlets, reinforced cestus.
Progression Abilities:
Raking Strike
- Causes bleeding.
Close-In
- Rushes into melee range.
Jawbreaker
- Stuns humanoid enemies.
Crushing Grip
- Grabs and slams smaller enemies.
Relentless Pressure
- Every punch reduces enemy stamina or guard.
Legendary Ability: Worldbreaker Combo
- A brutal chain of strikes ending in a ground-shaking finishing blow.
Brawler Specialty Powers
Pit Fighter
Dirty, brutal, and hard to kill.
Special Powers:
Cheap Shot
- Blinds, stuns, or interrupts.
Grit
- Reduces damage when low on health.
Headbutt
- Stuns enemies at close range.
Throw Down
- Grabs and throws enemies.
Legendary Specialty Ability: No Rules
- For a short time, every strike has a chance to stun, stagger, bleed, or disarm.
Monk / Body Disciple
A disciplined martial artist using breathing, focus, and precise strikes.
Special Powers:
Focused Breath
- Restores stamina.
Pressure Point
- Weakens enemies.
Flow Step
- Dodges through enemy attacks.
Palm Shock
- Sends force through armor.
Legendary Specialty Ability: Empty Hand, Full Power
- The monk channels internal force, making unarmed strikes hit like enchanted weapons.
Alchemist Class
This class could use bombs, oils, fumes, potions, acids, powders, and experimental weapons.
Weapon Types
Bomb Satchel
Progression Abilities:
Fire Bomb
- Burns enemies.
Smoke Bomb
- Obscures vision.
Frost Flask
- Slows enemies.
Acid Jar
- Melts armor.
Thunder Pot
- Stuns enemies in an area.
Legendary Ability: Grand Reaction
- Combines several chemicals into a massive battlefield explosion.
Injector Dagger
A dagger designed to deliver toxins, medicines, or alchemical compounds.
Progression Abilities:
Poison Jab
- Applies poison.
Numbing Cut
- Slows enemy attack speed.
Adrenal Sting
- Buffs an ally.
Venom Stack
- Poison grows stronger with repeated hits.
Mutagen Strike
- Causes unpredictable effects.
Legendary Ability: Black Vein
- Injects a deadly compound that spreads from one enemy to another.
Alchemical Crossbow
Progression Abilities:
Glass Bolt
- Bolt shatters and spreads acid or poison.
Flash Bolt
- Blinds enemies.
Fume Bolt
- Creates toxic mist.
Sticky Bolt
- Slows enemies.
Volatile Bolt
- Explodes after a delay.
Legendary Ability: Plagueburst Shot
- Fires a bolt that creates a spreading cloud of poison, fire, or corrosive gas.
Alchemist Specialty Powers
Plague Doctor
Support, poison, disease resistance, battlefield medicine.
Special Powers:
Antidote Mist
- Cures poison and disease.
Weakening Vapors
- Reduces enemy damage.
Toxic Cloud
- Creates poison area.
Emergency Dose
- Saves an ally from death once.
Legendary Specialty Ability: Black Mercy
- Releases a cloud that heals allies while poisoning enemies.
Bombardier
Explosion expert.
Special Powers:
Double Charge
- Throws two bombs.
Chain Reaction
- Bombs can trigger other bombs.
Shrapnel Burst
- Adds bleeding damage.
Blast Padding
- Reduces self-damage from explosions.
Legendary Specialty Ability: Battlefield Detonation
- All placed bombs explode in sequence, creating massive area control.
Dwarven Engineer Class
This would be especially strong for dwarves, but not limited to them.
Weapon Types
Mechanized Hammer
Progression Abilities:
Piston Strike
- Heavy hammer hit with mechanical force.
Gear Slam
- Stuns nearby enemies.
Armor Dent
- Reduces armor.
Magnetic Pull
- Pulls metal-armored enemies slightly closer.
Overclock Swing
- Increases attack speed briefly.
Legendary Ability: Forgequake
- Hammer triggers a mechanical shockwave through the ground.
Trap Launcher
Progression Abilities:
Spike Trap
- Damages enemies who step on it.
Net Trap
- Holds enemies in place.
Spring Mine
- Launches enemies upward.
Oil Spray
- Creates slippery or flammable ground.
Bolt Turret
- Deploys a temporary small turret.
Legendary Ability: Killbox Engine
- Deploys several devices at once, creating a deadly controlled zone.
Engineer Specialty Powers
Golemwright
A specialist who builds or commands small constructs.
Special Powers:
Stone Servitor
- Summons a small stone helper.
Repair Construct
- Heals golems or devices.
Runic Battery
- Powers devices with stored energy.
Command Slam
- Orders construct to attack.
Legendary Specialty Ability: Lesser Golem
- Summons a temporary combat golem.
Siege Artificer
War-machine expert.
Special Powers:
Deploy Barricade
- Creates cover.
Spring Spear
- Hidden spear trap.
Rotary Bolt Frame
- Temporary rapid-fire bolt device.
Reinforced Field
- Improves party armor near devices.
Legendary Specialty Ability: Portable Siege Engine
- Deploys a compact machine that fires heavy bolts or explosive rounds.
Exorcist Class
A class built specifically to fight demons, spirits, possession, undead, curses, and Fade corruption.
Weapon Types
Blessed Blade
Progression Abilities:
Spirit Cut
- Extra damage against spirits and demons.
Cleanse Wound
- Removes minor corruption.
Warding Slash
- Creates a short protective arc.
Possession Breaker
- Weakens possessed enemies.
Fade Burn
- Damages enemies tied to the Fade.
Legendary Ability: Sever the Host
- Separates a possessing spirit from its victim without killing the host, if timed correctly.
Chain Censer
A swinging chain weapon with incense, fire, or blessed smoke.
Progression Abilities:
Censer Swing
- Wide area strike.
Purifying Smoke
- Weakens demons.
Chain Bind
- Holds a spirit or undead enemy.
Burning Rite
- Fire and spirit damage.
Circle Sweep
- Clears space around the Exorcist.
Legendary Ability: Circle of Banishment
- Creates a holy or anti-Fade circle that traps demons and weakens them.
Exorcist Specialty Powers
Banishment Priest
Special Powers:
Name the Demon
- Reveals demon type and weakness.
Seal Rift
- Temporarily closes small Fade tears.
Holy Rebuke
- Pushes spirits away.
Unmake Possession
- Damages demons inside hosts.
Legendary Specialty Ability: Final Rite
- Attempts to banish a weakened demon completely.
Grave Warden
Focused on undead, corpses, restless spirits, and cursed places.
Special Powers:
Restless Sense
- Detects undead and hidden spirits.
Corpse Lock
- Prevents dead bodies from being raised.
Grave Mark
- Marks undead for bonus damage.
Ash Ward
- Protects allies from fear and necrotic damage.
Legendary Specialty Ability: Quiet the Dead
- Forces lesser undead in an area to collapse or flee.
Class Identity Should Also Affect Exploration
Specialty powers should not only work in combat. They should change how the world reacts.
Examples
Warrior
- Breaks cracked walls.
- Holds gates open.
- Challenges enemy champions to duels.
- Intimidates bandits or guards.
Rogue
- Picks locks.
- Disarms traps.
- Finds hidden routes.
- Listens through doors.
- Plants evidence or steals keys.
Mage
- Reads magical residue.
- Opens sealed arcane doors.
- Talks to spirits.
- Stabilizes Fade-touched areas.
Alchemist
- Identifies poison.
- Brews field potions.
- Neutralizes gas.
- Creates explosives for blocked paths.
Engineer
- Repairs bridges, lifts, gates, dwarven machines.
- Builds temporary defenses.
- Reprograms ancient mechanisms.
Exorcist
- Detects possession.
- Purifies haunted places.
- Questions spirits.
- Prevents cursed bodies from rising again.
Brawler
- Wins pit fights.
- Breaks restraints.
- Wrestles enemies during cutscenes.
- Survives without weapons if captured.
Weapon Abilities Should Evolve Visually
Weapons should also change visually as the character grows.
Example: Sword and Shield Warrior
Early Game
- Plain shield.
- Simple sword strikes.
- Basic block.
Mid Game
- Shield gets dents, runes, reinforced edges.
- Warrior learns shield counters and charges.
Late Game
- Shield can glow with runes, reflect magic, or resist dragon fire.
- Warrior becomes a moving wall.
Example: Rogue Daggers
Early Game
- Simple stabbing attacks.
Mid Game
- Poison application, bleeding cuts, stealth chains.
Late Game
- Shadow-step strikes, multi-angle attacks, instant executions.
Example: Mage Staff
Early Game
- Basic bolts.
Mid Game
- Elemental staff channels and barrier pulses.
Late Game
- Staff becomes a magical conduit capable of battlefield-changing spells.
Best Design Rule
Every class should answer three questions:
- What weapon makes this class feel different?
- What specialty power makes this class irreplaceable?
- What legendary ability makes the player feel like they mastered the class?
That is how Dragon Age could make classes feel deeper again.
Not just “warrior, rogue, mage.”
But:
The Shield Fortress.
The Blood-Drenched Berserker.
The Demon-Binding Exorcist.
The Shadow Assassin.
The Arcane Spellblade.
The Dwarven Siege Engineer.
The Alchemist of Smoke and Fire.
The Empty-Handed Master.
Expanded Class Power Structure
Each class should have several layers:
-
Weapon Mastery
- What weapon the class uses.
- How that weapon changes as the character grows.
-
Specialty Powers
- The class’s unique role.
- Example: exorcism, assassination, siegecraft, blood magic, monster hunting.
-
Signature Techniques
- High-impact moves that define the class.
-
Passive Identity Traits
- Always-active bonuses that shape playstyle.
-
Legendary Finishers
- Late-game cinematic abilities earned through mastery.
-
World Interaction Abilities
- Non-combat class powers used in quests, exploration, dialogue, and problem-solving.
Swordsman Class
A true swordsman should not simply be a warrior with a sword. This class should be about precision, timing, stance control, dueling, counters, and blade discipline.
Weapon Progression
Tier 1: Trained Blade
Clean Cut
- Basic sword slash with improved accuracy.
Guarded Step
- Small defensive movement after attacking.
Blade Tap
- Light strike that interrupts weaker enemies.
Measured Thrust
- Straight stab with higher critical chance.
Tier 2: Duelist’s Discipline
Parry Line
- Deflects an incoming melee attack.
Riposte Cut
- Counterattack after a successful parry.
Low Sweep
- Cuts at the enemy’s legs to slow movement.
Half-Sword Grip
- Uses the sword with two hands for armor-piercing thrusts.
Tier 3: Master of Angles
Cross-Step Slash
- Steps off-line and attacks from the side.
Shoulder Turn
- Reduces damage by rotating away from a strike.
Bind and Cut
- Locks the enemy’s weapon briefly, then slices.
Point Control
- Keeps enemies at sword range, punishing reckless advances.
Tier 4: Blade Artist
Flowing Combination
- Chains three different sword attacks based on enemy reaction.
Disarming Twist
- Attempts to knock a weapon from the enemy’s hand.
Counter Circle
- Parry one enemy and strike another nearby enemy.
Guard Needle
- A precise thrust through shields, armor gaps, or defensive stances.
Tier 5: Legendary Sword Saint
One Perfect Line
- A devastating sword technique where the swordsman cuts through an enemy’s defense with perfect form.
Storm of Steel
- A rapid series of elegant strikes that hit multiple enemies.
Final Measure
- If used at low health, the swordsman performs a desperate master-level counter that can turn the fight.
Legendary Ability: The Last Cut
- The swordsman waits for the enemy’s attack, moves only once, and ends the exchange with a single lethal strike.
Swordsman Specialty Paths
Fencer
Fast, elegant, and precise. Built around thrusts, feints, footwork, and duels.
Special Abilities:
Needle Point
- A fast thrust that ignores some armor.
Feint High, Cut Low
- Tricks the enemy into guarding wrong.
Lunge
- Long-range thrust that closes distance quickly.
Elegant Retreat
- Steps backward after attacking, avoiding counterattacks.
Marked Opening
- Studies an enemy and increases critical chance against them.
Legendary Specialty Ability: The Gentleman’s Death
- A perfect lunge that deals massive damage to one marked enemy.
Swordmaster
Balanced, disciplined, and versatile. Good in duels and large battles.
Special Abilities:
Three-Form Discipline
- Switch between offense, defense, and counter stance.
Blade Memory
- After seeing an enemy use the same attack twice, the Swordmaster gains a counter bonus.
Steel Rhythm
- Each successful strike increases timing accuracy.
Punish Overreach
- Extra damage against enemies who miss heavy attacks.
Legendary Specialty Ability: Thousand Lessons
- For a short time, the Swordmaster automatically counters repeated attacks and punishes predictable enemies.
Spirit Blade
A swordsman who channels magic, spirit force, or enchanted energy through the blade.
Special Abilities:
Spirit Edge
- Sword deals spirit damage.
Fade Step
- Short teleport-like movement.
Warding Cut
- Cuts through minor magical effects.
Echo Slash
- A delayed second strike follows the first.
Veil Pierce
- Extra damage against demons, spirits, and Fade-touched enemies.
Legendary Specialty Ability: Cut the Veil
- The Spirit Blade slices through the boundary between physical and Fade energy, damaging enemies and weakening magic in the area.
Spearman Class
A spear class would add reach, formation control, anti-beast tactics, and battlefield discipline.
Weapon Progression
Tier 1: Spear Recruit
Straight Thrust
- Basic long-range melee attack.
Brace
- Holds position against charging enemies.
Shaft Strike
- Hits with the wooden shaft to stagger enemies.
Low Jab
- Slows enemy movement.
Tier 2: Line Fighter
Keep Away
- Pushes enemies back.
Piercing Step
- Thrusts forward while advancing.
Hook and Pull
- Uses spearhead to pull shields or limbs.
Anti-Charge Stance
- Extra damage against enemies rushing forward.
Tier 3: Battlefield Controller
Sweeping Shaft
- Hits several enemies in front.
Pinning Spear
- Pins an enemy briefly against the ground, wall, or obstacle.
Formation Wall
- Allies behind the spearman gain protection from frontal attacks.
Beast Brace
- Stops charging animals, darkspawn beasts, and large creatures.
Tier 4: Veteran Lancer
Impaling Drive
- Powerful forward attack that can pierce two enemies.
Rotating Guard
- Spins the spear defensively to deflect arrows and small projectiles.
Trip and Skewer
- Knocks an enemy down, then follows with a thrust.
Dragon-Pike Technique
- Special attack designed to wound massive creatures.
Tier 5: Legendary Spear Master
Linebreaker Thrust
- Charges through enemy ranks with the spear forward.
Sky Hook
- Pulls flying or leaping enemies down.
Spear of Judgment
- A high-damage throw that returns if enchanted.
Legendary Ability: Hold the World
- The spearman plants their weapon and creates an unbreakable zone. Enemies cannot pass without being punished.
Spearman Specialty Paths
Phalanx Guard
Defensive spear fighter.
Special Powers:
Shielded Spearline
- Works especially well beside shield warriors.
No Passage
- Blocks narrow paths.
Brace the Gate
- Cannot be pushed back for a short time.
Wall Partner
- Nearby allies gain defense.
Legendary Specialty Ability: Iron Line
- Creates a temporary formation aura where allies resist knockback and enemies take damage when charging.
Monster Lancer
Specialist against beasts, ogres, dragons, giant spiders, deepstalkers, and darkspawn creatures.
Special Powers:
Study Beast
- Reveals weak points on monsters.
Hamper the Giant
- Slows large creatures.
Scale Wound
- Extra damage against armored hides.
Interrupt Charge
- Stops rushing enemies.
Legendary Specialty Ability: Heart Spear
- A powerful strike aimed at a monster’s vital point, capable of interrupting breath attacks, leaps, or stomps.
Scythe Class
A scythe class would feel grim, sweeping, and intimidating. It could belong to reapers, grave warriors, necromancer hunters, or cursed battlefield survivors.
Weapon Progression
Tier 1: Field Reaper
Wide Cut
- Basic sweeping attack.
Hook Step
- Pulls an enemy slightly off balance.
Low Reap
- Attacks legs and slows enemies.
Reverse Edge
- Strikes backward with the inner blade.
Tier 2: Grim Fighter
Circle Reap
- Hits enemies around the user.
Harvest Wound
- Causes bleeding.
Hook the Guard
- Pulls shields aside.
Fearful Arc
- Weak enemies may hesitate after seeing the attack.
Tier 3: Reaper’s Discipline
Soul Mark
- Marks wounded enemies.
Death Sweep
- Deals bonus damage to enemies below half health.
Grave Hook
- Pulls undead, corpses, or weakened enemies closer.
Reaping Chain
- Each kill lowers cooldowns slightly.
Tier 4: Dread Harvester
Execution Crescent
- Massive sweeping attack against wounded enemies.
Field of Blades
- Creates a zone where enemies take damage if they move carelessly.
Blood Harvest
- Restores stamina when striking bleeding enemies.
Cursed Reap
- Weakens enemy healing and regeneration.
Tier 5: Legendary Reaper
The Black Arc
- A huge crescent slash that cuts through multiple enemies.
Harvest Moon
- The scythe glows with grim energy, empowering every sweep.
Last Rites
- Finisher against cursed, undead, possessed, or dying enemies.
Legendary Ability: Reap the Battlefield
- Every marked enemy in range is struck by a spectral scythe arc.
Scythe Specialty Paths
Grave Reaper
Anti-undead and anti-necromancy warrior.
Special Powers:
Corpse Sever
- Prevents corpses from being raised.
Bone Break
- Extra damage against skeletons and undead constructs.
Restless Mark
- Reveals hidden undead or spirits.
Grave Silence
- Reduces fear and necrotic damage near allies.
Legendary Specialty Ability: No More Rising
- Undead enemies defeated in the area cannot return, revive, split, or reassemble.
Dread Reaver
Fear-based battlefield predator.
Special Powers:
Terror Aura
- Weak enemies suffer reduced accuracy.
Reaper’s Walk
- Slow, unstoppable advance.
Panic Cut
- Extra damage against frightened enemies.
Death Glare
- Forces one enemy to hesitate.
Legendary Specialty Ability: The Field Goes Quiet
- Enemies in range suffer fear, silence, and reduced morale as the Reaver advances.
Whip / Chain Class
A whip or chain class gives range, control, disarming, binding, and stylish brutality.
Weapon Progression
Tier 1: Chain Handler
Snap Strike
- Quick mid-range hit.
Ankle Lash
- Slows an enemy.
Wrist Flick
- Interrupts light attacks.
Pull Back
- Steps away while attacking.
Tier 2: Binder
Disarm Lash
- Attempts to knock weapons loose.
Wrap and Pull
- Pulls smaller enemies closer.
Trip Chain
- Knocks down charging enemies.
Pain Snap
- Causes bleeding or panic.
Tier 3: Controller
Circle Chain
- Hits several enemies around the user.
Binding Coil
- Holds an enemy in place.
Weapon Catch
- Catches an incoming melee strike.
Hooked Drag
- Pulls enemies into traps, fire, or ally attacks.
Tier 4: Master Binder
Chain Prison
- Temporarily binds one powerful enemy.
Armor Tear
- Rips away armor plates or shield position.
Serpent Strike
- Chain curves around guards and shields.
Punishment Lash
- Extra damage against enemies trying to flee or cast.
Tier 5: Legendary Chain Master
Thousand Links
- Chain strikes multiple enemies with impossible precision.
Iron Serpent
- The chain becomes empowered and moves almost alive.
Execution Bind
- Binds a weakened enemy for a finishing strike.
Legendary Ability: The Captive Field
- Chains erupt or spin across the battlefield, binding, tripping, and damaging enemies in a large area.
Chain Specialty Paths
Warden Binder
Capture-focused class.
Special Powers:
Alive, Not Dead
- Non-lethal takedown option.
Mage Shackles
- Reduces spellcasting.
Monster Snare
- Holds large creatures briefly.
Prisoner Control
- Improves interrogation, capture missions, and bounty quests.
Legendary Specialty Ability: Absolute Restraint
- Fully binds one dangerous target for a short duration, even if they are elite.
Chain Dancer
Acrobatic offensive chain user.
Special Powers:
Spinning Footwork
- Increased evasion.
Chain Vault
- Uses chain to pull across gaps or toward enemies.
Bladed Links
- Adds bleed damage.
Momentum Strike
- Damage increases after movement.
Legendary Specialty Ability: Dance of Iron
- The Chain Dancer spins through enemies, striking everything nearby while evading attacks.
Shield-Only Class
A class that fights mainly with shields would be unique. Not sword and shield — shield as the weapon.
Weapon Progression
Tier 1: Shield Bearer
Shield Strike
- Basic bash.
Brace Guard
- Blocks frontal attacks.
Body Cover
- Protects one ally.
Shield Shove
- Pushes enemies back.
Tier 2: Bulwark
Edge Bash
- Uses shield rim to cause bleeding or stun.
Shield Wall Step
- Advances while guarding.
Arrow Catch
- Blocks incoming arrows.
Shoulder Ram
- Hits with full body weight.
Tier 3: Fortress Fighter
Double Shield Style
- Uses two shields for defense and crushing attacks.
Crushing Wall
- Pins enemies against walls or objects.
Guard Transfer
- Takes damage meant for an ally.
Circle Guard
- Protects nearby allies from area damage.
Tier 4: Living Rampart
Shield Slam Quake
- Ground-impact attack.
Reflective Guard
- Can reflect weak projectiles or spells.
Unbroken March
- Moves forward while resisting control effects.
Tower Cover
- Creates mobile cover for the party.
Tier 5: Legendary Bulwark
The Walking Wall
- The character becomes nearly impossible to move.
Collapse Breaker
- Stops falling rocks, collapsing gates, or massive blows.
Crushing Fortress
- Shield combo that batters enemies into submission.
Legendary Ability: No One Falls
- For a short time, allies behind the shield fighter cannot be knocked down or killed by frontal attacks.
Shield Specialty Paths
Protector
Pure defense and party protection.
Special Powers:
Take Cover Behind Me
- Allies gain protection when standing behind the Protector.
Guardian’s Reach
- Intercepts attacks on nearby allies.
Stand Firm
- Prevents fear and panic.
Bodyguard
- Links to one ally and absorbs part of their damage.
Legendary Specialty Ability: Last Bastion
- The Protector shields the whole party from a devastating attack.
Shieldbreaker
Offensive shield fighter.
Special Powers:
Jaw Bash
- Stuns humanoids.
Armor Crush
- Reduces enemy armor.
Knee Break
- Slows movement.
Shield Combo
- Chains bash, shove, slam, and crush attacks.
Legendary Specialty Ability: Break the Line
- Charges through a group, smashing shields, armor, and formations.
Greatbow Class
Separate from normal archery, the greatbow is a heavy war bow designed for power over speed.
Weapon Progression
Tier 1: Heavy Draw
War Arrow
- Strong single shot.
Steady Feet
- Reduced movement while aiming but increased damage.
Thick Shaft
- Bonus against armored enemies.
Long Pull
- Charge shot.
Tier 2: Battlefield Archer
Shield Piercer
- Damages shielded enemies.
Pinned to Earth
- Pins smaller enemies.
Heavy Volley
- Slow but powerful area shot.
Beast Shaft
- Bonus against large enemies.
Tier 3: Siege Archer
Rope Arrow
- Creates climbing or pulling opportunities.
Anchor Shot
- Stops enemy movement.
Armor Bolt Arrow
- Works like a miniature siege projectile.
Dragon Wing Shot
- Can interrupt flying creatures.
Tier 4: War Hunter
Bone-Deep Shot
- Causes severe wound penalties.
Stagger Arrow
- Knocks large enemies off balance.
Line Shot
- Pierces multiple targets.
Bellowstring
- The bow releases a thunderous shot that frightens weak enemies.
Tier 5: Legendary Greatbow Master
Mountain Draw
- A shot requiring immense strength.
Skybreaker
- Designed to bring down flying enemies.
Siege Arrow
- Damages gates, barricades, and heavy armor.
Legendary Ability: Arrow That Ends the War
- One enormous shot that pierces defenses, staggers bosses, and can change the course of a battle.
Gunpowder / Fire-Lance Class
If the setting allows early experimental weapons, this could be rare, dangerous, and controversial. It should feel unstable and expensive.
Weapon Progression
Tier 1: Spark Handler
Fire Lance Burst
- Short-range explosive blast.
Powder Flash
- Blinds enemies.
Smoke Burst
- Creates cover.
Hot Barrel
- Weapon overheats if used too much.
Tier 2: Powder Soldier
Iron Pellet Shot
- Close-range scatter damage.
Armor Crack Shot
- Strong against plate armor.
Thunder Report
- Frightens beasts and weak enemies.
Reload Discipline
- Faster reload after perfect timing.
Tier 3: Blackpowder Specialist
Dragon Breath Round
- Fire cone.
Shrapnel Load
- Bleeding area shot.
Wall Puncher
- Damages barricades.
Smoke Advance
- Fire and move behind smoke.
Tier 4: Siege Marksman
Explosive Charge
- Delayed powder bomb.
Heavy Bore Shot
- High armor penetration.
Powder Trap
- Places volatile charges.
Blast Step
- Uses recoil to leap backward.
Tier 5: Legendary Powder Master
Thunder Cannon
- A massive single shot with huge knockback.
Storm Barrel
- Multiple rapid shots, risking weapon failure.
Ash Cloud
- Creates a burning smoke zone.
Legendary Ability: Black Sun Detonation
- The Powder Master triggers a massive controlled explosion that burns, blinds, and breaks enemy formations.
Class-Specific Passive Traits
These make classes feel different even before using active abilities.
Warrior Passives
Heavy Frame
- Better resistance to knockback.
Battle Memory
- Gains defense after being hit by the same enemy repeatedly.
War Cry Presence
- Nearby weak enemies lose morale.
Armor Comfort
- Less stamina penalty from heavy armor.
Rogue Passives
Light Foot
- Less noise while moving.
Opportunity Killer
- Extra damage against distracted enemies.
Quick Hands
- Faster trap use, lockpicking, and item use.
Exit Sense
- Detects escape routes in combat zones.
Mage Passives
Mana Sense
- Detects magical residue.
Veil Awareness
- Notices Fade disturbances.
Arcane Patience
- Casting improves if the mage has not moved recently.
Spell Memory
- Repeated spell use becomes slightly faster, but enemies may adapt.
Swordsman Passives
Perfect Posture
- Better balance and counter recovery.
Blade Awareness
- Increased chance to parry melee attacks.
Duelist’s Eye
- Reads humanoid enemy attack patterns.
Clean Footwork
- Lower stamina cost for dodging and repositioning.
Brawler Passives
Bare-Knuckle Toughness
- Reduced damage from blunt attacks.
Pain Tolerance
- Keeps fighting better at low health.
Close Quarters Instinct
- Better inside tight spaces.
Grip Strength
- Harder to disarm, grab, or knock down.
Exorcist Passives
Possession Sense
- Detects possessed NPCs.
Ritual Knowledge
- Better options in cursed locations.
Fear Resistance
- Reduced fear effects.
Unclean Warning
- The character reacts when demons or undead are nearby.
Weapon Personality System
Weapons should have personality, history, and behavior. A legendary sword should not feel like a common sword with better damage.
Weapon Personality Types
Noble Weapon
A weapon used by knights, champions, or royal guards.
Traits:
- Strong against dishonorable enemies.
- Boosts leadership abilities.
- Unlocks noble dialogue options.
Cursed Weapon
A weapon with dangerous power.
Traits:
- Higher damage.
- May drain health or attract spirits.
- Can whisper during quests.
- May change endings or companion approval.
Ancient Weapon
A weapon from lost civilizations.
Traits:
- Unlocks hidden ruins.
- Reacts to old magic.
- Has forgotten techniques.
Living Weapon
A weapon with spirit, demon, or lyrium presence.
Traits:
- Evolves through use.
- May bond with the wielder.
- Can refuse certain actions.
Crafted Masterwork
A weapon made by a legendary smith or engineer.
Traits:
- Custom upgrade paths.
- Can be repaired, modified, renamed, and passed down.
- Gains history through player choices.
Weapon Evolution Examples
Sword: Ashen Vow
A sword found in the ruins of a burned fortress.
Early Form
- Basic fire damage.
Awakened Form
- Burns enemies who attack from the front.
Mastered Form
- Can absorb fire spells and return them through the blade.
Legendary Form
- Unlocks Oathfire Judgment, a flaming sword strike that grows stronger if protecting allies.
Spear: Long Memory
An ancient spear used by generations of monster hunters.
Early Form
- Bonus damage against beasts.
Awakened Form
- Reveals beast weak points.
Mastered Form
- Interrupts charges from large creatures.
Legendary Form
- Unlocks Heart of the Hunt, a devastating anti-monster strike.
Shield: The Door That Did Not Break
A massive shield recovered from a fallen city gate.
Early Form
- Improved blocking.
Awakened Form
- Allies behind the wielder gain defense.
Mastered Form
- Resists dragon breath, siege fire, and magic blasts.
Legendary Form
- Unlocks Hold Until Dawn, protecting the whole party during overwhelming attacks.
Dagger Pair: Whisper and Regret
Twin daggers once used by an assassin who killed kings.
Early Form
- Increased backstab damage.
Awakened Form
- Silent movement after a kill.
Mastered Form
- Marks enemies who survive a first strike.
Legendary Form
- Unlocks No Witnesses, allowing chain executions against isolated targets.
Staff: The Root of Storms
A staff grown from a tree struck by magical lightning.
Early Form
- Lightning damage.
Awakened Form
- Chains lightning between wet or armored enemies.
Mastered Form
- Summons storm fields.
Legendary Form
- Unlocks Sky Answers, a massive lightning strike against marked enemies.
Class Combo System
Classes should create special attacks together. Party composition should matter.
Warrior + Mage
Spellforged Charge
- Mage enchants the warrior’s weapon.
- Warrior charges forward, releasing elemental damage on impact.
Rogue + Warrior
Shield Vault
- Rogue jumps off the warrior’s shield for a high-damage aerial strike.
Swordsman + Mage
Arcane Riposte
- Swordsman parries an enemy.
- Mage channels magic through the opening.
Spearman + Archer
Pinned Prey
- Spearman locks the enemy in place.
- Archer lands a guaranteed critical shot.
Brawler + Rogue
Dirty Setup
- Brawler stuns or grabs the enemy.
- Rogue performs a precise finishing strike.
Exorcist + Mage
Rite of Severing
- Mage exposes the spirit.
- Exorcist banishes or weakens it.
Engineer + Alchemist
Chemical Killbox
- Engineer deploys traps.
- Alchemist coats the area in fire, acid, or poison.
Shield Fighter + Greatbow Archer
Covered Shot
- Shield fighter creates cover.
- Greatbow user charges a massive shot safely.
Class Weaknesses Should Matter
A great class system needs weaknesses too.
Swordsman Weaknesses
- Struggles against swarms if not specialized.
- Requires timing.
- Less effective against huge monsters unless trained.
- Can be punished by shields, spears, and heavy armor.
Spearman Weaknesses
- Weak in cramped spaces.
- Vulnerable if enemies get inside spear range.
- Poor against fast assassins unless specialized.
Scythe Weaknesses
- Slower recovery.
- Requires space.
- Risky against duelists and shield users.
- May attract fear, suspicion, or dark reputation.
Chain Fighter Weaknesses
- Weak against heavily armored enemies unless upgraded.
- Can be countered by shield walls.
- Requires spacing and control.
Shield-Only Fighter Weaknesses
- Lower damage without offensive specialization.
- Vulnerable from behind.
- Slow movement.
- Can be overwhelmed by magic or poison.
Greatbow Weaknesses
- Slow draw speed.
- Poor in close quarters.
- Requires strength and positioning.
- Ammunition can be expensive.
Blackpowder Class Weaknesses
- Loud.
- Unstable.
- Expensive.
- Dangerous indoors.
- Can scare civilians, companions, or mounts.
- Religious and magical factions may hate it.
Class Reputation System
Classes should affect how NPCs see the character.
Swordsman Reputation
NPCs may say:
- “That one carries himself like a duelist.”
- “Careful. Swordmasters do not swing twice unless they meant the first one.”
- “You can tell by the stance. That is not a sellsword.”
Exorcist Reputation
- Villagers may beg for help.
- Possessed people may avoid eye contact.
- Demons may recognize them.
- Chantry-like groups may either respect or fear them.
Alchemist Reputation
- Nobles may see them as useful.
- Commoners may fear their experiments.
- Soldiers may want their bombs.
- Healers may distrust their methods.
Brawler Reputation
- Pit fighters recognize them.
- Guards underestimate them.
- Criminals respect them.
- Nobles may consider them uncivilized.
Engineer Reputation
- Dwarves may admire their craft.
- Mages may distrust their anti-magic devices.
- Armies may try to recruit them.
- Ancient machines may respond to them.
Class-Specific Quest Solutions
Every class should unlock different ways to solve missions.
Rescue Mission Example
A noble is trapped inside a fortress.
Warrior Solution
- Break through the gate or challenge the enemy captain.
Rogue Solution
- Sneak in through the servant tunnels.
Mage Solution
- Open an old magical passage.
Engineer Solution
- Repair a forgotten lift.
Alchemist Solution
- Create sleeping gas.
Exorcist Solution
- Discover the guards are possessed and free them.
Brawler Solution
- Enter as a prisoner, win a pit fight, and start a riot from inside.
Swordsman Solution
- Demand a formal duel for the hostage’s release.
Advanced Specialty Powers
Warrior Specialties
Warlord
A tactical commander.
Powers:
- Battle Orders — Directs party behavior.
- Hold Formation — Party gains defense.
- Advance! — Party moves faster toward target.
- Crush Their Line — Allies deal more stagger damage.
- Legendary: Command the Field — Party abilities recharge faster while enemies lose morale.
Juggernaut
Heavy armor walking disaster.
Powers:
- Iron Weight — Cannot be easily moved.
- Crushing Step — Movement damages small enemies.
- Armor Lock — Temporarily reduces incoming damage.
- Siege Body — Can smash doors and barricades.
- Legendary: Walking Catapult — Charges forward like a siege engine.
Rogue Specialties
Infiltrator
Spy, disguise, stealth, and sabotage expert.
Powers:
- False Papers — Pass certain checkpoints.
- Borrowed Face — Disguise ability.
- Silent Door — Opens doors quietly.
- Poisoned Cup — Non-combat assassination option.
- Legendary: Ghost in the Keep — Can move through high-security areas nearly unseen.
Trickshot
Advanced archer with impossible shots.
Powers:
- Ricochet Shot — Arrow bounces off surfaces.
- Thread the Needle — Hits tiny openings.
- Weapon Pin — Pins weapons to walls or ground.
- Lantern Shot — Creates fire or darkness by shooting objects.
- Legendary: Impossible Arrow — Hits a target through cover using angles and prediction.
Mage Specialties
Rift Caller
Mage who manipulates Fade tears and spatial magic.
Powers:
- Rift Tug — Pulls enemies slightly.
- Veil Step — Short teleport.
- Gravity Bend — Slows projectiles.
- Rift Anchor — Holds enemies in place.
- Legendary: Open the Wound — Tears open a temporary rift that damages enemies and empowers spells.
Hexbinder
Curse specialist.
Powers:
- Weakening Hex — Reduces damage.
- Misfortune Mark — Enemy attacks may fail.
- Tongue Knot — Slows spellcasting.
- Shared Pain — Linked enemies share damage.
- Legendary: Doom Contract — A marked enemy suffers escalating curses until defeated or cleansed.
Exorcist Specialties
Witch-Hunter
Anti-mage, anti-cult, anti-blood magic specialist.
Powers:
- Blood Trail — Detects blood magic.
- Interrupt Ritual — Stops enemy channeling.
- Brand the Heretic — Marks hostile mages.
- Ashen Seal — Prevents teleportation or summoning.
- Legendary: Burn the Circle Clean — Purges a ritual area, damaging demons and blood mages.
Spirit Advocate
Not all spirits are evil. This class negotiates, protects, and separates spirits from demons.
Powers:
- Speak Through the Veil — Communicate with spirits.
- Calm Manifestation — Pacifies confused spirits.
- Name and Nature — Discerns if a spirit became corrupted.
- Gentle Severance — Removes a spirit without destroying it.
- Legendary: Restore the Name — Turns a corrupted spirit back toward its original purpose.
Ultimate Class Advancement
Late-game classes should get a title based on choices.
Swordsman Titles
Blade Saint
- Honorable master.
Red Duelist
- Ruthless killer.
Royal Sword
- Protector of rulers and courts.
Nameless Edge
- Assassin-like wandering swordsman.
Veil-Cutter
- Anti-magic or spirit swordsman.
Warrior Titles
The Unbroken
- Defensive legend.
The Fieldbreaker
- Offensive war machine.
The King’s Wall
- Guardian of leaders.
The Last Banner
- Morale-based champion.
Rogue Titles
The Silent Hand
- Assassin.
The Fox of Ten Cities
- Infiltrator.
The Laughing Knife
- Trickster.
The Arrow Nobody Heard
- Marksman.
Mage Titles
Storm-Blooded
- Elementalist.
Veil Scholar
- Rift mage.
Mercy of Spirits
- Healer.
The Forbidden Flame
- Blood mage or dangerous caster.
Exorcist Titles
The Bell That Banishes
- Demon hunter.
The Grave Listener
- Undead/spirit specialist.
The Clean Hand
- Purifier.
The One Demons Name
- Feared by Fade creatures.
Final Design Principle
A class should not just ask:
“What damage do you do?”
It should ask:
“How do you fight?”
“How do enemies fear you?”
“How does the world recognize you?”
“What problems can only you solve?”
“What weapon becomes legendary in your hands?”
That is how you turn classes into living identities.
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