Fabled Lands

Fabled Lands

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sjunquer Jul 15, 2021 @ 4:24am
New Professions
Hi

A few years ago someone in a forum came up with the idea of ​​adding more color to the Fabled Lands, thus creating new professions by increasing two of the attributes. In this way, one could carry out more missions by having two professions and not just one. Now with the game this is possible because you have the possibility of carrying out any mission with the aim of increasing your attributes and thus being able to access the "spells" of that second profession of your choice. That and "skills" allow you to develop interesting characters. Here's the list he created:

Priest + Mage = Miracle Worker.
Priest + Rogue = Inquisitor.
Priest + Troubadour = Preacher.
Priest + Warrior = Paladin.
Priest + Wayfarer = Druid.
Mage + Rogue = Ilusionist.
Mage + Troubadour = Bard.
Mage + Warrior = Warlock.
Mage + Wayfarer = Wise man.
Rogue + Troubadour = Spy.
Rogue + Warrior = Bandit.
Rogue + Wayfarer = Homeless.
Troubadour + Warrior = Legends Creator.
Troubadour + Wayfarer = Sustainer of Folklore.
Warrior + Wayfarer = Ranger.

What do you think?
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Showing 1-7 of 7 comments
Kurufinwe Jul 15, 2021 @ 8:08am 
The biggest problem I see with this is that the books themselves basically gave up on trying to make the professions feel different halfway through book 1. The first few quests (the rats, the ghoul, the sunken city) try to offer different paths for different builds, but afterwards it's just "whatever, just be good at everything."

I've reached rank 10 here with 4 different professions (all except mage and rogue), and it all starts feeling the same after the first couple of hours.

I'd love the game the make even the 6 existing professions play differently, but that would require redesigning pretty much every quest – and then rebalancing progression to prevent players from becoming jacks-of-all-trades. In that case, "dual-classing" as you suggest could become an interesting option.

At least combat feels different now depending on your profession, with the various combat skills.
Last edited by Kurufinwe; Jul 15, 2021 @ 8:11am
Snuggs McAllister Jul 17, 2021 @ 7:01pm 
The classes definitely do just sort of run together the longer you play. But this is a short-coming of the books - not the game.
I'd love to see subtle perks granted to each class in common situations to create a little more flavor. Something small and simple to add some fun and help your choice of class feel a little more special, without throwing off complicated dynamics:

As a Troubadour player I became swiftly offended by having to PAY for tavern info when I could PLAY for it and even EARN a few shards by providing entertainment.
When in town Rogues could have an option whilst exploring to Stalk someone with a chance to pickpocket a few shards.
Priests should have some sort of advantage acquiring blessings.
Warriors could have the ability to Intimidate in certain encounters, making assailants weaker or less likely to attack.
Wayfarers could have a diceroll advantage whilst traveling, particularly at sea.
Mages start with the fewest ability points in the books (does the game correct for this?) so they might get the strongest class perk, such as the ability to make their own potions from Alchemy items.

These are just a few suggestions off the top of my head for added spice that could make classes more fun. I'm sure better ones are waiting to be thought up! These little adjustments would push the game further from being 'True To The Books' but maybe a little 'pushing' would do some good.
Victor  [developer] Jul 18, 2021 @ 1:35am 
In the books professions had specific quests or exploration areas available only to them. This helped them differentiate in the story side more while they blended in combat. With more books and content added, these begin to pile up more, making it interesting to see all class specific things. I unlocked all of those within books 1 and 4 for the Early Access while differentiated their playstyle in combat. For the full release I am not yet settled on the best approach in that regard. What Kurufinwe said, expanding on all tasks' possible scenarios to solve is harder to achieve at this stage. It really depends how it will feel when it's put all together when there is more and more content added. Then I can expand on things more if they appear lackluster.
Last edited by Victor; Jul 18, 2021 @ 2:43am
mikey_205 Jul 18, 2021 @ 5:17am 
I prefer the more open style. I disliked the hard locks in the book and would sometimes ignore them. I dont mind making things easier/harder for classes as long as things are generally possible.
Last edited by mikey_205; Jul 18, 2021 @ 5:18am
Snuggs McAllister Jul 18, 2021 @ 7:00am 
Fair enough, Early Access isn't showing us every nuance the Full Release will have to offer, so we may well feel differently as more content is added.
Speaking of, any chance of the Full Release this year, or are we still looking at 2022?
Victor  [developer] Jul 18, 2021 @ 10:50am 
2022, for sure, but I am currently working on a big content update towards the end of 2021 for the Early Access. More on that in the return of the bi-weekly devlog updates!
Snuggs McAllister Jul 18, 2021 @ 4:31pm 
LOVING what you are doing with this game! Looking forward!
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Date Posted: Jul 15, 2021 @ 4:24am
Posts: 7