Earlier I was looking at the inital area of this site and was looking at things for my ELAR... On the schools page there is talk about changes needed for combat and cl***es to make it more unique basically... So here is my ideas I have come up with when I read that...
Ideas for combat changes...
Get rid of tier abilities, make all abilities in that cl*** unique. Make them have scalable values so the same ability will be more potent as you gail levels.
Have ability points. Thes points can be spent on an ability to modify its values. That way an attack that has X delay, Y damage, and Z effect can be made more unique as the character levels. Have side effects from spending into one area too much. If delay is reduced alot, the ability should do less damage or be innacurate, or both.
Have abilities that are only available to multicl***es... An example would be a level 50 fighter who also was a level 50 cleric would allow access to a special ability unique to someone who was level 50 in both cleric and warrior schools. Have special abilities unique to triple cl***es, quadra, and all the way up to 10 cl*** specials...
have techniques adventurers can add to their abilities to help byp*** or soften the side effects from ability point spending. This way someone can reduce the delay on a ability, and reduce the damage reduction side effect or reduce the innacuracy side effect, or both.
Have abilities that are specifically designed to work with other abilities from other players cl***es... Like a slash attack designed to be combined with a mages fire bolt that makes that attack do a special explosion effect instead of the normal attacks. These special combo attacks could also be included with some of the multi cl*** only abilities, thus making even more unique attack combinations possible (ie, fighter/cleric level 50 ability that has combo ability with either a single cl*** level 50 ability, like a mage, or with another mage/cleric level 50 ability, again cl*** combos can be figurative, literal, or up to you guys)...
Make a total level cap. As it is anyone can have 100+ levels in every cl***. This removes any form of uniqueness to the game. Make it so people can have 1000 levels divided amongst their cl***es, with each cl*** having the possability of XXX level (I dunno if you guys want to go to 200+, but even then this cap makes it so people should be able to have some diversity, but remain unique)... My ideal formula is 7 - 10 cl***es that can be maxed out is the best bet... So if you guys want level 255 to be an individual limit (for bipeds that is), then have a combined limit of 1785 - 2550 (7 to 10 cl***es with a individual cl*** limit of 255). This would allow people to be diverse enough to do multiple things, but restricted enough to where people will be unique.
Having the ability points will allow the "whack a mole" effect dissipate, as the way people design their abilities will change this outcome... Combined with a combo ability system, unique abilities, and multicl*** abilities more decisive roles will influence how a battle will end.
This system should be applicable to enemies? Maybe... But it would be rough to see a skele mage, cleric, and warrior do some crazy combo attack...
That is my take on adventuring... As far as crafting, there needs to be uniqueness as well... Crafters should get abilites as they level that allows them to tweak the abilities fo the things they make. Not abilities infered by techs, but basic abilities, like damage, delay and whatnot. Like adventuring cl***es, they could spend ability points into these abilities to lessen the side effect penalties from tweking these item values. An example would be a weaponsmith at X levels gets an ability: Modify damage. When this ability is active, they get an additional slider when they go to make a weapon. A damage adjustment slider... When they increase the amount of damage the weapon does, the delay for that weapon increases (because it would become bigger or if there was durability, the durability would be lower, making it more brittle) and the bulk as well. Modifying the damage would also infer a effectivness penalty, meaning the more you adjust the damage, the harder it is to make the weapon.
Again, ability points could be spent on the ability to help soften the side effect penalties.
And like adventuring cl***es, multi crafting cl***es should offer abilities not available for the solo crafter... These abilites could range from ways to gather more resources, or higher tier resources from a lower tier node (like drawing mithril from a copper and tin vein, in an extreme case) or more risk for reward abilities, like being able to have wild gathering (gives ALOT of different resources from that node all at once, adjustable of course like any ability should be with ability points)...
Obviously I believe the customisation adveritsed early on should be in the game... Have a sword be made of three parts...A blade, pommel and hilt... The three made seperatly and then combined to make the sword... have a varity of each to allow many different weapons to be made. this would be more formulas... There could be formula books, so as you gain more formulas than you have room for on you, you can go back and load a new set of formulas by swapping formula books... A slot on the characters can be made for these books... Scholars could make them, and have ways to increase the number of forms they can hold....
Same with techs... Then they would fit in another book slot... Again scholars could make ones that hold more...
As for dragons... Ahh dragons... They dont have cl***es. As a crafter this makes sense to a degree, as making dragon crafter cl***es is hard to define, mainly because there isnt much to offer in the ways of dragon crafting. Scales... Everything else is available to bipeds... The same holds true to dragon adventurers. They cant use bows per se, so they get a variety of spells and abilites to enhance their adventuring prowess...
Dragons should be able to go to the higest levels attable, meaning a dragon should have a level limit of 700 or 1000 (like bipeds total limit). But the thing is dragons have it along one of two lines... So a evened out dragon would be 350/350 or 500/500... Or they could spec down a line and be 700/0 or 1000/0.
Besides the abilites gained per level and ability points to put into them, there should be something for the dragon crafter beyond the level limits of bipeds.
Perhaps dragon crafters of higher levels can make very special items... Artifacts. Items that have an abnormal amount of flexability for it... Say a tier 5 biped sword can have 4 gems in it, and 5 technuiqes applied to it by a biped at its maximum level. Well a dragon should be able to make a sword for bipeds that has many more slots (like up to 10 or 15) in it for gems, and more applicable techniques (like up to 10 or 15)... Of course doing this should have drawbacks and limitations to keep from having a single super weapon everyone goes for... These drawbacks should include cl*** limitations (like clerics not using a bladed weapon), level limits, and cl*** combination requirements (like a sword definitly made for a warrior/cleric combo cl***)....
I have other suggestions for dragons... Seikojin's post here:
http://community.istaria.com/Web/ShowPost.aspx?PageIndex=5&PostID=23134#23134