A class is a predefined level progression for describing a trained and/or educated member of a society for units and characters. Keep in mind that the classes you define now are the only ones your race can use. After race creation it is difficult to start a new class, unless you have a specific power or via in game device (undetermined method as of yet).
An example of a typical class is the Soldier, a pure fighter that is trained to use armor, shields, and a select few weapons. Classes are usually related to a city building that will govern the max level a king can make of a specific class in 1 round. Player characters are also governed by this building and it affects the maximum training (level advancement) they can gain at the building. Once a character is past level 50 they can self level without the need for a master or building to train them. All classes have a total of 100 levels with level 50 requiring many hours of game time to obtain. The exception is the conscript class.
The conscript class has a max of 20 levels and represents a poorly trained and poorly equipped fighting unit/character. This is a free class and all races have access to it. Unlike other classes it is not related to any building in the same way as paid claases are. For conscript units a king is considered to have 1 level 20 slum. The number of slum buildings is still considered when determining the number of units being made in a turn so you can always count slums with a +1 building for the purpose of making conscripts.
Ability PointsWhen designing your race leave points for the purchase of various classes. Using points to determine the number of classes you have available to your people and the advancement scale defined for each class. Classes are made up of a handful of root skills that will guide your class design with general “preferred” skills that will not cost as much to advance in. While other skills will cost much more to advance and some skills can be defined as restricted. This is an open skill system so unless you restrict certain root skills a player can take levels in any skill.
Any single class can not have more than 50 points (of population) used to define it. The first expense you need to consider is the advancement of physical and mental abilities. Any ability can be increased over the entire 100 levels of advancement. A minimum value of 10 and a maximum value of 3 describes the +1 ability point gain over the value purchased (i.e. - a value of 3 means you gain a +1 to the selected abilit every 3 levels). 0 is also defined for abilities that will not increase. The following chart may help clear up what I mean.
| Ability | Sample Advancement, 1st 8 lvls for a class and a race w/base abilities of 10 | ||||||||||||
| Inc | Cost | Physical (39 points used) | Mental (0 points used) | ||||||||||
| 3 | 16 | Lvl | Atk(4) | Str(7) | Agl(7) | Hlth(4) | NA(8) | Foc(0) | Pwr(0) | Awr(0) | Id(0) | Ego(0) | |
| 4 | 13 | 1 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |
| 5 | 10 | 2 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |
| 6 | 7 | 3 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |
| 7 | 5 | 4 | 11 | 10 | 10 | 11 | 10 | 10 | 10 | 10 | 10 | 10 | |
| 8 | 3 | 5 | 11 | 10 | 10 | 11 | 10 | 10 | 10 | 10 | 10 | 10 | |
| 9 | 2 | 6 | 11 | 10 | 10 | 11 | 10 | 10 | 10 | 10 | 10 | 10 | |
| 10 | 1 | 7 | 12 | 11 | 11 | 12 | 10 | 10 | 10 | 10 | 10 | 10 | |
| 0 | 0 | 8 | 12 | 11 | 11 | 12 | 11 | 10 | 10 | 10 | 10 | 10 | |
| Next point on level | 10th | 13th | 13th | 10th | 15th | No advancement for mental abilities | |||||||
| Skill Pnts per/Lvl | |
| Points | Cost |
| 2 | 0 |
| 3 | 1 |
| 4 | 2 |
| 5 | 3 |
| 6 | 5 |
| 7 | 7 |
| 8 | 10 |
| 9 | 13 |
| 10 | 16 |
Before you decide on what root skills to relate with your class, you need to also define the number of skill points gained per level. For the sample class defined above I will have 4 skill points per level which will cost me 2 additional points. So now I have spent 41 points (39+2) and have 9 points left.
Root Skills
Purchase of root skills is simply a cost of 3 points per root. If you find you need a few more points you can also restrict root skills for 1 point per root. Any excess points can be spent in abilities or increasing skill points per level. I will note here that purchased root skills will set the cost for your class to 1 skill point per level in any skill based on that root. Non-purchased skills will cost 3 skill points per level.
Now name the building that will be used by this class to advance. All of these building will have the same effect in your city and are modeled after the generic character building above. Use original names for building per race to keep it clear what build is for what. Two different races can have a barracks, but within a single race do not have a barracks for two classes
Default Class SetA default set of classes will be defined that can be picked up by any king that does not want to make their classes. The total cost of these 7 classes is: 350 points, or 50 points per class.
Root Skill List- Balance - root of acrobatics and stealth
- Ballistics - root of all ranged attacks
- Bluff - root of many conversation skills
- Control - root of skills requiring control of ones body; escape artist, forgery, and more
- Endurance - root of physcally challenging skills, climb, jump, etc...
- First Aid - root of medical related skills
- Melee - root of all melee based attack
- Perception - root of sensory skills
- R/W Language - read and write a language
- Ride - root for the compound skills mounted ballistics and mounted melee.
- Tradesmen - root of many trade based skills; blacksmith, butcher, etc...
- Arcana - root of all arcane skills (spells)
- Foci - root of all psionic skills (spells)
- Ritual - root of all divine skills (spells)