Alright, first off, click on the button marked “Change Maximum” at the bottom of the Class list. Increase that number by one, and name the new Class “Fighter”.
The first big chunk of information defines the weapons the class can use. Weapons are great for inflicting hurt upon the enemies since they require no MP or any special resource to use other than the ability to equip them, and thus are a major component of the Fighter’s makeup.
All you have to do is
decide which weapons are appropriate for this class’s use and check the appropriate boxes. With the default equipment, the Warrior class has access to some pretty standard, hard hitting weapons- clubs, swords, axes and polearms. Great, but we’re going to make our own from scratch, remember?
Using the Warrior class options as a guide we see that the weapons available are reliable in a fight and cause consistently heavy damage. This is good, because
we need a mechanic to compensate for the inability to use multi-target skills, healing or high-damage spells that our Fighter Class will have. Why won’t he have skills like that? Because
we’re making a combat specialist. There should be some player choice as to whether or not the Class will be a weapon and shield fighter or a two-handed weapon fighter, so throw in some really hefty two-handed weapons.
Weapons like daggers or whips are not appropriate for the Fighter class because they do too little up-front damage. Additionally, missile weapons like bows may not fit the mold because they are used best from a distance, and the Fighter is designed to be a toe to toe brawler and take punishment- his class risks its own safety to protect the rest of the party.
(Pssst, that’s another reason we made the Actor that will take this Class tough.) We should save those kinds of weapons for a class that doesn’t depend on its equipment so heavily, or uses a different style of combat. Remember, the key here is balance, and we have three other Classes to make!