Hello, I'm working on an RPG-lite board game (full character progression and a complete game in 2-4 hours).
I love the idea of multiclassing in RPGs. I love making weird builds and combinations.
After years in development, I now realize I can't make weird builds in my game because I made the classes random through treasure.
You can trade with other players, or--since the max you can have active is two--if you get more than two you can start weighing which ones you want. This might happen 1/3 of the time.
I did this to speed up turns. I don't want new players to sit there and read through all 18 classes (lots of different classes, each has two unique powers) each time they could get one. The powers are also fairly detailed, as you might find in a RPG.
How do you give people options in customizing their character, but without slowing down gameplay or making new players feel lost?
My only thought is to make a second, very specific scenario that starts the players with two classes of their choice and gives them a clear objective. Something like, "Last one alive wins." I've been playing against myself and enjoy thinking up new builds. It's like a different game.
I'd love to figure out a way to allow building your character to happen naturally as a part of adventuring though, without slowing it down or hindering new players too much.
Maybe you get one at random, but you can swap with the deck for a small fee? New players might stick with what they have, but experienced players might have a specific build they're willing to pay a fee to do?
This is a very good idea and I am going to do it. They are already divided into three groups based on the game's three stats.
Maybe I can make a cheatsheet with each class and summarizes their two powers as well.
Thanks.