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system:classes [2016/11/08 15:43] schrodinger |
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| - | ====== Classes ====== | ||
| - | **Interim Class List**\\ | ||
| - | {{ :system:hoota_classes_v1.2.pdf |}} | ||
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| - | Classes are groups of skills which represent specific professions or capabilities a Character has developed. Each Class has three tiers; Basic, Advanced and Master. The maximum rank in a skill often depends on the Class level, so at Basic level a Character may be limited to low ranks in a Skill, while upgrading that Class to Advanced or Master could increase the maximum rank available in the same Skill. Upgrading a Class has certain requirements however. An upgrade only becomes available when **all** Skills at the current Class level have been purchased with Skill Points (more on Skill Points later). Once this has been achieved, the Player selects a Perk, which gives unique bonuses to their Character depending on the Perk selected; usually the bonuses from Perks cannot be acquired in any other way, so choose carefully! After Purchasing all Skills at the current Class level and selecting a Perk, the Player may then upgrade the Class to the next level. Each time a level is "completed" in this way, another Perk is selected and the next level becomes available. Since there are only three levels in each Class, this also means a Character cannot have more than three Perks from any one Class. | ||
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| - | === Earning Skill Points === | ||
| - | As mentioned before, unlocking and upgrading Classes and Skills costs Skill Points. A large number of Skill points are given when creating a new Character to help them get started, but afterwards they are only awarded to Players after each play session and the number achieved can vary greatly depending on the Player's performance. The exact number of Skill Points awarded to each Player will always fall to the Director's discretion, but as a general starting point, Skill Points should usually be awarded as follows: | ||
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| - | * 1 automatic point each session for every participating Player | ||
| - | * 1 additional point for every Player when the group successfully completes a **Side Objective** | ||
| - | * 1 additional point for every Player when the group successfully completes a **Main Objective** | ||
| - | * 1 special point awarded to Players for an especially strong performance; this can take the form of an impressive feat of bravery or skill, good leadership, effective teamwork or a strong delivery of roleplaying. If someone is contributing a lot to the group, the gameplay, or especially both, consider giving them a little extra reward! | ||
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| - | === Spending Skill Points === | ||
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| - | Once earned, Skill Points can be spent in three ways; unlocking new Classes, Upgrading existing Classes or Upgrading Skills. Each of these actions has a different cost to reflect their significance: | ||
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| - | * 3 points per new Class | ||
| - | * 2 points per new Class level | ||
| - | * 1 point per new Skill rank | ||
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| - | As an example, if a Character was to unlock a new Class with five Skills in it, upgrade all those Skills to their maximum rank of two, then upgrade the Class from Basic to Advanced, the cost would be: | ||
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| - | **3**(new class) **+ 10** (5 skills upgraded from rank 0 to rank 2 so 5x2=10) **+ 2**(Class upgrade) **= 15 skill points** | ||
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| - | Remember that Characters also get Perks as a free reward for completing a Class level; this happens as soon as all Skills in a Class reach their current maximum rank, so in the above example, the Character would also have a new Perk for the Class. | ||