Here's the question I want to post, but I'm concerned it may still get flagged as opinion-based. Is it?
I'm building a brand new tabletop RPG and want to do away with some of the standards you find in an RPG, one of which being that only the "mage" class can use "mage" abilities. I'd like any class to potentially be able to use any ability. Right now, here are some of the factors involved with granting access to spells/abilities:
- There is a Lux/Umbra (light/dark) alignment chart for each character on a scale of 1-10. This is the primary factor to determine if you can access a spell. Does your alignment meet the requirements? Players can change this alignment during level-up.
- Each spell/ability falls under various categories (I'm calling them "callings" instead of classes, because I want players to be able to change their calling more easily than one can normally change their class) to help with organization, but this may be included in mechanics later on, I haven't decided yet.
- Each calling grants a +2 bonus to a stat, and a -2 bust to another stat to help entice people to choose a calling that aligns with their play style and character choices. (Ex. One calling gives a +2 Strength, -2 Dexterity)
Here's my question:
If I'm not limiting ability access by calling, is my boon/bust mechanic enough incentive to encourage players to choose one?
I realize this may sound opinion based, but I'm trying to compare how classes work in more traditional RPGs, and trying to rework it without breaking it all together.
Ex. I'm looking for a rule that will allow a Ranger (who can either have a lot of great abilities, or get completely overlooked) to think outside the traditional box and learn spells/archery/fighting abilities to make them a more interesting and compelling character to play.