Classes...finally classes

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ComradeDTA

First time out of the vault
There should be classes in Fallout 3 that focus on things like perk progression, or SPECIAL defaults...so lets say that an Assassin class would have lower strength but higher perception and agility, of course classes would only be an "option" so if you wanted to go old-school or even make your own class that would be completely acceptable.
 
Isn't that what traits are for? Please explain what the difference between the two would be.
 
some people in the fallout 3 universe would universally recognize your hero from his trait, and also affect how the NPCs see your character, like say if you had a class that conflicted with the views of a different class than all NPCs of that certain class would act negatively towards you. Possibly even aggressive towards you.
 
That violates the basic premises of Fallout's roleplaying system. The whole point is that the reaction your character invokes in people is defined by his actions in the gameworld and the allegiances he establishes there, not by some artificial choice he makes at character creation screen. If you want stupid class restrictions, go play D&D. This is Fallout, a game where your character is defined by the way you play and not vice versa.
 
Fallout is all about un-classing and un-pigeonholing the gamer's character.

Different NPC reactions are based on INT, CHA, Karma, the speech skill, and most importantly, on your actions in the Fallout world.

Comrade Clueless said:
like say if you had a class that conflicted with the views of a different class than all NPCs of that certain class would act negatively towards you. Possibly even aggressive towards you.

Try becoming a Slaver and check all the houses at NCR. Try killing a few kids. Try digging up old graves. Try posting dumb threads.

All of the above will guarantee you a negative and, hey, what do you know, agressive reaction.
 
As much as I'm a calm and restrained person...

KEEP YOUR FUCKING DUNGEONS AND DRAGONS SHIT IDEAS AWAY FROM FALLOUT!

See, you made me swear and write in all caps.

IFallout was never about having a 'class' tatooed on your face to make you 'recognisable' for NPC's so that they may ask "O noble Paladin save our village". Instead, you had to earn your reputation. Let them ask "You're that guy who iced Gizmo." You chose which skills to boost and then use them. Want to be a charistatic, outspoken gunman? There you go. Want to be an electronic geek who specialises in lasers and fixing reactors? There you go. Want to combine both options. No problem. Want to major in Barter and Outdoorsman? There you go. Pick a trait to make you a master pugilist on top of that... Am I getting to you?

Classes. Are you having identity problems when playing Fallout and don't know how to act or develop, that you need 'classes'? Or do you think it'll boost 'replayability' , because you'll be able to play again as a Battle Sniper and blatantly ignore the fact that the replayability of Fallout came from the fact that you could complete your quests in a different way than before and discover a vast number of threads you haven't encountered before?

Want to have an agile character? Put more points in Agility. Want to have a brwaler? Emphasize Strength and Endurance.

Who needs classes when you've already got a flexible, transparent and pervasive system?
 
What I meant to say that classes could go along the lines of the prefabricated characters in the start of the game... only an **option**, it should not required that would be limiting the fallout world, which is something I do not want to come off as promoting...I mean if all you hard-liner fallout fans want a game thats COMPLETELY like the first two than make your own in the editor...
 
Come on man, it's not about people in the wasteland being Traders (+10% Barter, 100 caps on start) or Guards (+25% melee damaga against Raiders) , but about developing the clay of your character into whatever you want him to. A system of Stats, Skills and Traits is used to achieve that.

If you want a diplomat, you go by "Good Natured" . If you want a skirmisher, you take a trait that gives you a combat edge. But that doesn't prohibit the former from becoming a skilled fighter later on, or the other way around. With a 'class' system I can't imagine how would that be possible - it's alwaya a give and take situation. It'd suck if you couldn't pick a non-violent way to solve a quest because you're "Fighter Class".

The only application I can think of of your ideas would be some kind of an indicator of whether your character prefers violent, diplomatic or sneaky solutions, or which skills he uses the most - but that would depend on in-game choices, not character creation.
 
well I seem to have been put in my place. I never thought of it like that, of course I know the amazing replayability of Fallout, but I have palyed the game many times and its affect on me is starting to stagnate...so I will refrain from any "new" ideas from now on, as I know it makes our benevolent forum members upset.
 
It's just that it's pointless to have some "Classes" that are already covered by the system, just for the sake of having them.

I imagine you'd want a Morrowind-like system, and that's *almost* fine with me (although I fail to recognize the benefit of having your character called a specific 'class' or handicapping his development of some skills form the start - in Fallout), but it's the part about "people recognizing you" that disturbs me, because it reeks of a terribly un-fallouty system of classes/casts, whose members and their fields of professionalism are recognised by the pointy, starry hats or shiny mithril armours... What's the point?

If you want an Assassin, tag Sneak, boost Agility and Luck, pick proper perks, and voila! That's how it used to work, and it was a good system.
 
True Silencer...I guess. I've been playing a LOT of different RPG's lately (Kotor II, Morrowing GYA and *shudder Runescape, so i've let my mind wander away from traditional do whatever the hell u want Fallout realism, so please don't prosecute me for it, just a lil misguided lately
 
Heh. No problem with that ;) I guess it's just that in Fallout, you, your play, your choices constitute the class, and well, some other RPG's - they wouldn't be complete without a class system - a lot of RPG's I played had those systems well implemented and quite flexible (vide Morrowind), and couldn't have done without them.

There is also another danger - balancing. You know, how sometimes classes that are supposed to be versatile are often found useless, because it's just better to have a party of specialised characters, rather that a pary of characters, who are good at many things, but excel in none? And in Fallout, you only had one character ( I hope it doesn't change, for chrissakes) so having a character which couldn't develop some skill well could harm your gaming freedom - like making you unable to take on a certain quest... Of course, this still IS an issue - but in the SPECIAL system so far you could have made up for about anything - if you put enough effort (i.e. Skill Points) into it. That's the beauty of the system.
 
Try adding something useful to a discussion. "I agree" posts or posts with just a statement are not productive and do not add anything to the debate.

As for classes, I think the explanation has been covered enough by others.
 
When you AGREE with the debating party you usually do not continue to argue with them, especially with something like my dumbass idea. Honestly man we're done here, or at least I am.
 
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