Well, what I actually mean is that instead of choosing your class/role at the beginning of the game, you actually create your character by playing the gaming and taking specific actions and dialog options, so instead of actually choosing a class/role, the game defines by a series of actions and events you faced which role would suit you best and how longer you play the more defined the game will make your class.
Let's say you start the game in a cellar, you see a table in front of you. On it there's a hammer, a dagger and a staff(these are quite obviously symbols for the warrior, the thief/rogue/survivor and the mage), say you pick up the hammer. The game will define you prefer meleecombat. This doesn't disable your ability for using magic. Based on later actions this character could still evolve into a complete mage if he chooses non-combat solutions for problems, prefers reading books instead of training and that sort of stuff, or he could just as well evolve into a Battle-mage, Barbarian or a Paladin. It's all based upon the actions the player takes during the game.
So after about 3-4 choices, maybe they were even unnoticed by the player, the 'class-system' starts to take effect and certain dialogue options are added and/or removed for specific classes.
A Barbarian might miss out on some more intelligent/diplomatic solutions, while a mage might not be able to challenge someone altough this would be the easiest way to solve a quest, but because of the decisions he made during the game, it became clear that the player prefers that this character uses diplomatic tactics and thus the game disables this option for the mage so he wouldn't just choose that option because it's the easiest way to complete the quest. This would kinda be forced roleplaying, so I think I'm taking this system way to deep.

In short: the system would define a class for you by a series of actions you take during the start of the game. As the game progresses, so does the character develepmont, maybe certain classes would gain acces to specific skills, altough I, myself, prefer the open skillsystem of Divine Divinity. (altough a class-based skill system that's worked out well is just as appealing. I remember something about a game where you could choose a certain class at the start of the game. Each class had acces to a set of skills, this skills where divided into skilltrees. As an example both the Paladin and the Priest had acces too the 'Healing'-tree, the paladin had also acces to the 'Melee'-tree while the priest did not.
In short every class had preset skill-trees which he shared with other classes yet no class had the exact same skill-trees(IIRC every class had 3 trees, of which he could share up to two with another class))

wowtch, long post and I think I made it even more complex then it already was.


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