**sorry about the typo in the title...any chance to get that fixed??
The idea here is to add a lot of custom paths that are all interesting and allow for far greater replayability for each class. However, in lieu of designing full paths, this idea concentrates on expanding our existing skill system.
Each skill will be broken into either three or four tiers, with the basic level being the skill as it is now. For example:
[B]basic attack[/B]
--advanced attack (second attack)
--expert attack (third attack)
--master attack (fourth attack)
[B]basic dual wield[/B]
--advanced dual wield (may choose to strike with only primary or offhand)
--master dual wield (may dual wield objects of same weight)
Different classes will get a different base bonus and max value.
For example, a warrior will always get master attack without expending any selections. A necromancer will never be able to select expert attack.
Different races will have perks, giving them a natural bonus of three skills. These three skills will vary depending on the class. A human berserker and paladin will get different race perk bonuses. This is ensures that all choices are useful and do not overlap (a warrior getting a wasted bonus to attack for example), and helps to balance the races.
For example, a storm giant berserker gets a bonus to warcry, enhanced damage, and bodyslam. In contrast, a storm giant warrior might get a bonus to charge, enhanced damage, and bash.
One key benefit of this system is that vastly increasing the skillset without vastly increasing the workload. It primarily uses things that are already coded into the game. It allows a great deal more flexibility when designing and developing a player character. It also makes race much more important than it is now.
The following class example may or may not be well balanced. The details of the benefits of each tier need to be considered against future designs of other the skills of all other classes and subsequently rebalanced. Please don't worry about the class balance at this point. Please consider the system as a whole, not as a balancer at this point.
The number of upgrades for a berserker are as follows:
Zerk base (13):
+1 axe/mace/flail/polearm/spear/sword/hand to hand/two handed/shield block/fast healing/enhanced damage
+2 attack
Race perks (3):
human +1 trip/relax/parry
storm +1 warcry/enhanced damage/bodyslam
stone +1 swing/enhanced damage/bodyslam
fire +1 mace/enhanced damage/bodyslam
werebeast +1 haymaker/dirt kick/dual wield
ogre +1 roar/fast healing/weapon cleave
dwarf +1 shield cleave/berserk/shield block
duergar +1 double grip/headbutt/two handed
minotaur +1 charge/rage/axe
Rage focus (1):
anger +1 haymaker
fury +1 two handed
devastation +1 enhanced damage
Selectables every 10 levels (5)*
Total skills for a berserker:
13 class base + 3 race perks + 5 selectables + 1 rage focus = 22 skills beyond basic
For example, an extremely defensive dwarf berserker might end up as follows:
[B][U]Advanced skills:[/U][/B]
axe
mace
flail
polearm
spear
sword
hand to hand
two handed
fast healing
enhanced damage
haymaker
shield cleave
berserk
[B][U]Expert Skills:[/U][/B]
attack
[B][U]Master skills:[/U][/B]
parry (4 selectables)
shield block (race + class + 1 selectable)
[B][U]22 tiers beyond basic[/U][/B]
*Detailed example selectable choices for berserker:
[B]basic axe[/B]
--advanced axe (+2 avg damage)
--expert axe (+50% damage on first successful normal strike)
--master axe (halves target's ac for hit/dam calculation)
[B]basic dagger[/B]
--advanced dagger (add wound flag to weapon)
--expert dagger (dual parry bonus)
--master dagger (doublesheath/+3 dual parry)
[B]basic flail[/B]
--advanced flail (+3 hitroll/+5 damroll)
--expert flail (+1 second/third/fourth attack)
--master flail (mantis maul)
[B]basic mace[/B]
--advanced mace (+8 damroll)
--expert mace (+2 avg damage/+3 damroll)
--master mace (focused bash)
[B]basic polearm[/B]
--advanced polearm (+1% two handed/+1% parry)
--expert polearm (+20% charge round damage)
--master polearm (+1% two handed/+1% parry/+1% polearm)
[B]basic spear[/B]
--advanced spear (-40 AC/+3 hitroll/+2 damroll)
--expert spear (add sharp flag to weapon)
--master spear (backcutter)
[B]basic sword[/B]
--advanced sword (+3 hitroll/+3 damroll/-30 AC)
--expert sword (add sharp flag to weapon)
--master sword (feign)
[B]basic staff[/B]
--advanced staff (+1% staff)
--expert staff (-40 AC/+1% staff)
--master staff (+2%staff)
[B]basic hand to hand[/B]
--advanced hand to hand (chance of a lagging strike/+1 avg damage)
--expert hand to hand (allows parry/dual parry with hand to hand/+2 avg damage)
--master hand to hand (allows pugil with hand to hand/+3 avg damage)
[B]basic exotic[/B]
--advanced exotic (+5% disarm/offhand disarm/shield disarm/+2 hitroll)
--expert exotic (+2 hitroll/+1 avg damage/+2 luck/-25 AC)
--master exotic (weapon seize)
[B]basic two handed[/B]
--advanced two handed (+5 hitroll/+5 damroll)
--expert two handed (swing with two-handed weapons (if already swinging, +1 attack))
--master two handed (+3% two handed/+1 avg dam)
[B]basic shield block[/B]
--advanced shield block (can block arrows)
--expert shield block (shield block causes riposte damage)
--master shield block (auto shield bash)
[B]basic parry[/B]
--advanced parry (+2% parry)
--expert parry (+3% parry)
--master parry (parry causes riposte damage)
[B]basic dodge[/B]
--advanced dodge (+10 lag avoidance)
--expert dodge (50% chance to dodge thrown objects (cards/shurikens/etc))
--master dodge (25% to avoid all opening strikes)
[B]basic rage[/B]
--advanced rage (+25% rage hp bonus)
--master rage (dodge restored by 50%)
[B]basic enhanced damage[/B]
--advanced enhanced damage (+5 damroll)
--expert enhanced damage (+2 avg damage)
--master enhanced damage (+2 avg damage/+5 damroll)
[B]basic fast healing[/B]
--advanced fast healing (regeneration)
--master fast healing (halves duration of poison/plague/enfeeblement)
[B]basic meditation[/B]
--advanced meditation (trance)
--master meditation (resist charm spells)
[B]basic attack[/B]
--advanced attack (second attack)
--expert attack (third attack)
--master attack (fourth attack)
[B]basic dual wield[/B]
--advanced dual wield (may choose to strike with only primary or offhand)
--master dual wield (may dual wield objects of same weight)
[B]basic charge[/B]
--advanced charge (may charge and attack (like minotaurs))
--master charge (may charge in combat to push an enemy into another room)
[B]basic trip[/B]
--advanced trip (trip causes moderate damage)
--master trip (+1 enemy size when calculating lag duration)
[B]basic bodyslam[/B]
--advanced bodyslam (bodyslam may cause the thunderclap effect)
--master bodyslam (+3% bodyslam)
[B]basic berserk[/B]
--advanced berserk (no ac/moves penalty)
--master berserk (+5 hitroll/+5 damroll/+100 hp)
[B]basic warcry[/B]
--advanced warcry (+5 hitroll/-5 svs. vs. spell)
--master warcry (+5 hitroll/+5 damroll/warcry affects groupmembers)
[B]basic lore[/B]
--advanced lore (can see extra flags (hitroll/damroll/etc))
--master lore (as identify spell)
[B]basic weapon cleave[/B]
--advanced weapon cleave (may cleave offhand weapons)
--master weapon cleave (adds burnproof flag to weapon)
[B]basic shield cleave[/B]
--advanced shield cleave (causes major damage on success)
--expert shield cleave (negates burnproof shieldblock for one tick)
[B]basic relax[/B]
--advanced relax (may relax from path of fury)
--master relax (may relax from path of devastation)
[B]basic double grip[/B]
--advanced double grip (+3% two handed)
--master double grip (powergrip)
[B]basic haymaker[/B]
--advanced haymaker (skull crusher)
--master haymaker (haymaker causes thunderclap/+25% protective shield penetration chance)
[B]basic headbutt[/B]
--advanced headbutt (causes thunderclap effect)
--master headbutt (ignores protective shield)
[B]basic haggle[/B]
--advanced haggle (haggles twice and takes the best result)
--master haggle (ignore bank/locker fees)
[B]basic swing[/B]
--advanced swing (can swing out of rage)
--master swing (all attacks swing (bash/haymaker/charge/etc)*(can enable/disable at will))
Example skill sheet for a berserker:
Level 1: basic axe n/a basic dagger n/a
basic flail n/a basic mace n/a
basic polearm n/a basic shield block n/a
basic spear n/a basic sword n/a
basic enhanced damage n/a basic hand to hand n/a
recall n/a basic staff n/a
basic two handed n/a
Level 5: basic parry n/a
Level 6: basic fast healing n/a basic rage n/a
Level 7: [B]advanced attack n/a[/B]
Level 8: basic dirt kicking n/a
Level 10: basic relax n/a basic swing n/a advanced axe n/a [B] [selectable] [ n/a] [/B]
Level 12: [B]advanced flail n/a[/B]
Level 13: basic charge n/a
Level 14: [B]advanced polearm n/a[/B]
Level 15: basic trip n/a basic bodyslam n/a [B][race perk] [ n/a]
Level 16: basic berserk n/a basic haggle n/a [B]advanced mace n/a [/B]
Level 17: basic dual wield n/a basic roar n/a
Level 18: basic meditation n/a [B]advanced spear n/a[/B]
Level 19: expert attack n/a
Level 20: basic warcry n/a [B]advanced sword n/a [/B] [B][selectable] [ n/a][/B]
Level 21: basic dodge n/a
Level 22: basic weapon cleave n/a [B]advanced hand to hand n/a [/B]
Level 23: basic shield cleave n/a
Level 24: [B]advanced enhanced damage n/a[/B]
Level 25: basic lore n/a
Level 26: [B]advanced shield block n/a[/B]
Level 27: advanced fast healing n/a
Level 30: path focus [ n/a] [B] [selectable] [ n/a] [/B] [B][race perk] [ n/a]
[/B]Level 33: basic headbutt n/a
Level 36: basic haymaker n/a
Level 38: basic double grip n/a
Level 40: [B][selectable] [ n/a][/B]
Level 45: [B][race perk] [ n/a] [/B]
Level 46: rage focus [ n/a]
Level 50: [B][selectable] [ n/a][/B]