Нow this all works? You take lore, clarify all possible classes mechanics, which will be their canonical distinguishing feature within the game (in this case, it can be easily skipped, because
class design already had this state in framework of game’s history, suppose that it was somewhere between WotLK and BC, so next), sprinkle this functionality with functionally non-changing, but only complementary, tasty "dessert" mechanics of subsequent expansions (don’t see any reason to discard random good ideas even from “mediocre” former/current team members) - we get formed&working class system
!of each of their representatives! What to do next? Now you need to think about
talents that will make this or that class mechanics more convenient/preferable to use, while some mechanics can get, in sense, interdependent state thereby forming specialization area. After all this, we look at whether all available mechanics are taken into account in areas of specialization, if not... here already optional action will begin: let it be as it is, add them somewhere, or there could be formed additional specialization on their basis.
Moreover! this choice
had no dictatorial impact for player’s individual preferences regarding “RP” component, and no matter what mechanics were chosen as preferred, still rogue with
any set of talents could be just
duelist or
pirate,
secret agent,
ninja and
anyone else at player's
will.
[Axiom] Class' names aren't what "they" are within game system component (just conditional separation), but key mechanics are. They are your class, which means they are mandatory for each of its representatives (and there can be even no talk in framework of this design about "
modern way" understanding of specs; build is your spec here).
- set of posts in "after pre-SL" talkings - here some of later stuff