ID:153751
 
For those that don't know I've been recently fiddling around with a rogue-like game(if you've never played a real rogue-like think of Diablo). As far as stat and skill advancement goes I'm using a free form system like in Arcanum(http://www.arcanum1.com) or Avernum(http://www.avernum.com). Currently my skill tree contains 121 skills but I'm looking to up that number.

So anyway to the point of the matter. I was wonder what kind of characters people would like to play and the types of skills/talents/inherent abilities they'd use. Since this is a combat heavy game with less than friendly enemies some concepts might not work out as well if they are too passive :).
A heavily armoured troll, to fight off those little newbies!
In response to Maz
Try something like area skills, like being able to swim in water, climb mountains or walls, digging, being able to with stand high or low temperatures, etc.
I enjoy characters who can set traps. Traps present a very different play style to combat oriented games.
In response to Shadowdarke
Shadowdarke wrote:
I enjoy characters who can set traps. Traps present a very different play style to combat oriented games.

Heh I already have that in the theivery branch of my skill tree. There will be some pretty nasty traps and once you get your disarm traps skill up high enough you can recycle the traps the monster kindly left behind :).
To give you an idea of what I already have I'll list some of the stuff I've already put in.

The Combat branch:
This contains weapon specialization up to weapon mastery(with a bunch of skills(critical, parry, improved weapon speed, ect) you need to get on the way to mastery). You also have armour and shield profeciencies as well as dodge which leads to counter.

The Magic branch:
This contains magic specialization and plenty of skills devoted to getting more mana and improved casting preformance. Also once you have mastered Alteration magic and Magic Item Lore(Lore branch) you can even get equipment branding which allows you to construct your own magic weapons by binding your spells to equipment events(On Hit, On Defend, On Wear, ect).

The Psionics branch:
This is a special tree branch that has skills that require various innate psionic abilities. It has everything from mind controled temperature to healing to telekenisis.

The Athletics branch:
This is mainly a support branch that any character that gets in the thick of battle should work on. It has things to increase movement speed, total health, stun resistance, resist elements(heat and cold), poison resist ect

The Lore branch:
This category is for getting all sorts of general knowledge to help you identify things in the dungeon. It contains stuff like Item Lore, Dungeon Lore, and Anatomy.

The Thievery branch:
This category has many useful things for the stealthy character type. It has skills for being stealthy, backstabbing creatures, spotting traps, disarming traps, and eventually setting traps.

This is a brief overview of the main branches I have already. Any character can get skills from any group(with a few exceptions like the psionics one which requires inate abilities which you must select from the start) but it's best to limit how much you spread your points since it's most effective to be good at a certain thing.

This should provide enough to make your standard types of characters like mages, thiefs, fighters, and any derivatives of those. So what I was going for in asking for character concepts is more of exotic or strange character types that aren't as common.

Sort of like if you get the psionic drain life ability and then get psionic spellcasting you can have a character sort of like a Defiler from the Dark Sun campaign in 2nd edition AD&D rules.
Monk(martial artist), Warlock, Barbarian, and Warrior for Fighting Classes. Mage, Summoner, Necromancer, and Elementalist for Magic Users. Ranger, Hunter, Archer and Marksman for Ranges Classes. Assasin, Ninja, Rogue, and Theif for Stealth Classes. Paladin, Templar, Cleric and Healer for Healing Classes.
In response to FuZzY DiCe
FuZzY DiCe wrote:
Monk(martial artist)
You can have something like this already by getting unarmed specialization and a good set of athletics skills.

Warlock
I'm not sure exactly what a warlock is but if it's a fighter/mage type combo it's possible.

Barbarian
This'll probably be achievable by getting Combat and Athletics skills.

Warrior
Probably a character who'll just specialize in combat with maybe endurance from he athletics group.

Mage, Summoner, Necromancer, and Elementalist for Magic Users.

Magic works a bit different in my game. There are five major fields of magic.

Energy
Creation
Destruction
Alteration
Animation

Each spell can have dependancies on one or more of these fields. Some examples might me.

Firebolt - Requires energy only
Waterblast - Requires energy and creation(if there is no nearby water supply to use)
Create Animal Servant - Energy and Creation
Cure Minor Wounds - Energy and Animation

Just about every spell requies some sort of profeciency with energy specialization so every mage will probably want to get some of this. But if you want to be powerful in a certain type of magic like a necromancer you'd go for mostly Animation specialization or a summoner would go for creation. Necromancers and healers have pretty much the same skill sets since its all animating dead flesh it's just the applications that differentiate the two.

Ranger, Hunter, Archer and Marksman for Ranges Classes.
There is a bow specialization and a sling specialization in combat but I don't know what would make an archer different from a marksman. The Ranger would probably go for some of the thieving skills like keen sight and keen hearing. I don't exactly see what a hunter would do differently than a ranger though.

Assasin, Ninja, Rogue, and Theif for Stealth Classes.
Well I have backstabing, trap (dir)arming, and stealth for thieves.

Paladin, Templar, Cleric and Healer for Healing Classes.
All the mage stuff should handle for the healing.

So I think I have it mostly covered :).
In response to Theodis
(if there is no nearby water supply to use)

This one sentence has given me all sorts of ideas on how to improve magic-use in my RPG. Thanks!

-AbyssDragon
In response to Theodis
I've always wanted to try an Illusion-based spellcaster, although im not entirely sure how that would work. Someone able to conjure up images that either fight for them, give them some kind of boost, or simply do damage to the enemy.

Or how about an odd version of the Alchemist? A heavy fighter able to brew potions to a) drink to improve your stats b) toss on enemies c) lay on the ground and somehow "detonate", through the use of fire or other, to create explosive devices.

Heck, what about a type of hybrid that assumes the shape of something it kills, gaining some of their skills and perhaps gains a small stat boost depending on the monsters highest stats, and how high they were. A changeling of sorts.

And, a bard class/skill tree! Songs are always fun. Perhaps instruments boost the bards abilities.
In response to Alathon
Reminds me of Godric on Aidyn Chronicles: The First Mage. Basically, Godric could cook up potent flasks that he could equip, hurl at an enemy, and they would explode, dealing damage. Some of them even had splash damage, blasting other targets nearby.
In response to Alathon
alchemists tried to make metal to gold with chemicals didn't they?...
In response to FuZzY DiCe
Among other things.
In response to FuZzY DiCe
And tried to discover the elixer of life.

And as for the base-metal-to-gold thing, we can actually do that today, but the price would be extremely high for not much gold.
In response to FuZzY DiCe
Yep... Most accurately, someone who makes potions is referred to as an apothecary -- they deal in herbs and remedies. However, in reality, alchemy was often associated with magic potions beyond the realm of simple herbalism and science; alchemists attempted to create everything ranging from potions of youth to love potions.

Of course, so did apothecaries, but their methods were less experimental and more botanical.