Move concept: abilities will have a level and prerequisites. Some abilities simply require that you have a level in an appropriate class (and be whatever level over all). Other abilities require that you have more than one level in certain things. So if you want to pull the MewTwo bullshit, you need to take just an ass tonne of levels in Psychic.Boolean wrote:What will the incentive be for single-classing? STAB? And does your defensive type depend on your class levels, or just a basic template?
What this means is that refusing to evolve can actually get you certain moves faster, while it delays access to other moves. For example, your Venusaur class, while short, gives you some cool stuff (bigger size for one). But if you don't take it, and keep taking levels of Plant, you'll qualify for Solarbeam faster.
Defenses are a problem. With characters seriously expecting to get like 5 classes in some cases, porting over the D&D save system seems like a death wish. What should probably end up happening then, is to have a save system based on character level that give periodic small class based bonuses to various saves. Since Saves are based on Dec, Con, & Wis, DCs of attacks should be based on Str, Int, or Cha.
Damage multiples probably shouldn't happen, defense types should give you bonuses and penalties to AC and Saves. I am seriously considering a "Defense Modifier" which you get every N levels in a class that is simply doubled against things it is strong against and not added against things it is weak against. Unfortunately, while elegant in a way, it seems far too complicated to use outside a computer game.
-Username17