Recently, when listening to the Game Dev Field Guide Podcast by Zackavelli [1], I stumbled across his prompt to design a new RPG class (in Episode 004, to be specific). It sounded like a fun challenge, especially since RPGs are my favourite genre of all times.
In the following I’d like to introduce you to the class "Herbal Conjurer". They possess mighty herbal magic to summon, bend and alter the surrounding flora to their needs. Even if they don't usually wear the strongest armor, they are yet a mighty opponent that can slow you or inflict serious damage in any encounter.
I drew inspiration from the Red Queen book series by Victoria Aveyard [2], however the outcome is it's own unique thing. You might argue that the Sylvari race in Guild Wars 2 [3] is interconnected with nature, but it doesn't come with the same abilities. So, to my knowledge, there is no such class yet.
Note: This fun little design exercise is supposed to convey a feeling for the class. In order not to get stuck in the details, balancing tables such as scaling of skill effects with increasing skill stages, exact character attributes on different levels etc. are not included.
The Plant Conjurer
The plant conjurer can be mainly played with two builds. I will introduce them as separate from one another, however players might mix abilities up and therefore end up with a mixed up version. Both builds are at their strongest, when being clearly distinguished from another.
Weakness: Generally, the plant conjurer's weakness are fire attacks. Most attacks don't work or have a minimized effect in areas that are on fire.
Lore
Ancient tales tell that plant conjurers were created, when whe Goddess of nature gave a small piece of her soul away.
They enjoy lush, thriving things.
Like to clothe themselves in plant parts (such as petals, bark, ...)
When they enter a meditative state with their hand resting on a tree, they can sense the emotional world and perceptions of the surrounding flora.
Want to drive them mad? Set a forest on fire and watch what happens.
They are generally friendly, but stubborn
The support build
Attributes
In fights, the support plant conjurer is ideally placed in the middle of the group
Range = medium, varies by skill
HP, Mana, Defense = medium, compared to other classes
Skills:
Sticky morning dew (AoE, slows targets)
Choking tendril (High DPs, single target slow)
Natural medicine (eases spotting healing herbs nearby)
Beanstalk ladder (allows for access to areas that are otherwise out of reach or provides a shortcut)
Root embrace (immobilizes target, DoT)
"Holds your foe tightly. Maybe a little too tightly. Conjure roots to burst out of the ground and wrap around a target in range. The target is immobilized. A DoT is applied.
Duration: 5 sec / 2 turns
Dmg (overall): Low
Leaf Shedding (blinds foes, less accuracy)
"Blind your enemies as all the nearby trees shed their leaves. Your enemies' lower accuracy might lead one or two arrows astray."
Duration: 7 sec / 3 turns
Dmg: Very low
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The DPS build
Attributes
In fights, the DPS plant conjurer is ideally placed in the back of the group
Range = High, varies by skill
Classic glass cannon:
HP = low*
Mana = high*
Defense = low*
*compared to other classes
Skills:
Touch-me-not
bushes grow around a specified area. When players get in touch with them, small seed bombs are inflicted in all directions nearby.
Cloud of pollen (DoT)
Poison Ivy Vines (touch targets, DoT)
Carnivorous plants grow near enemies, may take a bite or two
Bee's best friend (DoT)
"Fragrant flowers emerge around your foes, attracking agressive bees that sting any players nearby"
Duration: 5 sec / 2 turns
Dmg (overall): Medium-high
Tree stomp (high DPS attack)
"Transfer your despise to a tree nearby. It will stomp a target, targets in close proximity will be damaged, too."
Duration: 1 sec / instant / 1 turn
Dmg (overall): Very high - ouch.
Interactions with other classes
I can see this class working well in combination with a small team, i.e. a group-based RPG, turn-based single-player RPG with multiple characters, Pen & Paper adventure, or with some abstraction for a fantasy MMoRPG.
The conjurer depends on the tank's protection
He can assist by slowing enemies that are far from the group and keep them there
so ranged DPs allies can deal damage to them in the meantime
to control how many enemies arrive at the group at once
or assist in a flight
Dangerous enemies may be blinded, stunned or slowed, or attacked by heavy damage
A fun addition might be combos, e.g. setting the cloud of pollen on fire (with burning arrows and causing an explosion). However, with fire combos new spells would be weakened due to the conjurer's sensitivity to fire.
A leap into the unknown
The author of Game Design Foundry took a look at how we can promote unknown class systems better in RPGs [4]. He points out, that users tend to pick familiar classes in RPGs. Most of the time, players happen to know them from other games or movies (such as Lord of the Rings). With a Ranger, Knight or Mage, people know what to expect from them and have an idea of how to play them.
Opting for a completely unknown class can lead to insecurity. Players might feel they don't know how to play these classes properly and what to expect from them.
So, with a new class as our herbal conjurer, we can't rely on the recognition effect.
I have given some thought on how we might solve these insecurities:
Present preview videos of gameplay footage, that shows each class in action
Provide a description in the class selection (Guild Wars 2 [3] did this well as they introduced e.g. the mesmer, a not so common class.)
Inform players about possible builds, some layed out paths that can be followed for starters.
In later stages, players might start tweaking the "go-to-"builds themselves.
After all, nothing beats experiencing the class itself
-> Maybe even allow for a trial tutorial playthrough of each class in "high level mode"?
Thanks for reading and let me know what you think! :)
Sources
[1] Zackavelli, „Ep. 004 RPG Class Design“. [Online]. Verfügbar unter: https://open.spotify.com/episode/0anQGFrHqR8QrlI2IuCvFo?si=89b81b7d54fb44ee
[2] V. Aveyard und V. Aveyard, Die rote Königin. Hamburg: Carlsen, 2017.
[3] ArenaNet, Guild Wars 2. Microsoft Windows, Mac OS, 2012.
[4] Game Design Foundry, How Can We Promote Unknown Class Systems BETTER in RPGs?, (16. Oktober 2021). [Online]. Verfügbar unter: https://youtu.be/MKjIVLhG91U
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