Synopsis: Eliminate classes, and make the success of actions dependent on player skill, character skill and various ambient conditions. The influence of the ambient conditions tends to channel characters along class lines without the use of a straightjacket. Damage generation is removed from magic, turning magic into a means of altering the ambient conditions that influence all actions.
Daedren's recent article "My Kingdom for Different Archetypes" got me thinking about how I'd like to see the general notion of classes tackled. I started to reply to his article, then decided that I wanted to go on a bit. Ergo, article-o. Most of what you'll read has been suggested by many people through the years. This just happens to be my twist on the overall package.
There are no formal classes. Players can use their characters to do anything that the game has implemented. However, you'll find that certain combinations of activities simply cannot exist for what I hope will seem thoroughly practical reasons.
Character success in any action is a consequence of player skill, ambient conditions and character skill (the PAC). A weak character cannot do strong things. A player who cannot solve puzzles handicaps his character's success in puzzle-related actions. The presence of a wall means that a character must walk around.
I'm not overly-concerned with the relative impact of player skill, character skill and ambient conditions on the outcome of an attempted action. Their balance is critical to the resulting system, but for now just keep in mind that all three can play a role. I particularly want to stress the influence of ambient conditions.
Characters use physical weapons when they want to do harm. From daggers to longbows to clubs, the PAC will influence the outcome of whatever aggressive action the player is attempting. A crosswind or even nearby combat may alter a bowshot. Uneven terrain may unbalance a swordsman's stroke.
Characters can attempt all sorts of activities that traditionally involve a specific class. Stealth is the quintessential example. If a character wants to sneak, it sneaks. Its success, as always, is dependent on the PAC. It is the combination of those factors that causes players to decide how much effort they want to put into making their character able to move in a stealthy fashion. Don't wear noisy armor. Don't carry a lit torch at night. Don't wear bright red clothes in the middle of a crowd of blue.
Climbing is another example of a standard activity. There need be no "climber" class. Simply establish that the PAC influences the attempts at climbing, and let players decide how important climbing is to them so that they can configure their character accordingly.
When a character is not well-configured for a given activity, it may be a simple task to reconfigure. Climbing while carrying a heavy pack may be completely impractical. But leaving the pack behind may be acceptable. This is part of the value of having ambient conditions play a role.
This brings us to magic. I completely divorce magic from damage. As I stated, weapons are for damage. Magic is for fooling with ambient conditions. Magic is something that anyone can do, subject to the usual limits of the PAC.
If a pack is too heavy for a climber, the climber can leave the pack behind or have someone who can use magic make it lighter. In combat, a mage can make the ground slippery or create magical barriers. A mage might even be able to alter a character's skills in the tradition of buffs and so forth.
We could argue that many things that a mage can do could easily result in injury or death to an enemy. However, because I want people to stick to traditional medieval weapons to do damage, magic is artificially unable to do direct damage. A mage might be able to levitate an object or heat it up, but the mage cannot do the same to a beating heart to directly kill someone. It negates the role of conventional weapons in the world.
Remember that the effectiveness of magic is influenced by ambient conditions. As a result, magic may be more or less powerful depending on circumstances. Perhaps there are lines of force in the world. Perhaps pools of magic. Perhaps temperature influences all magic. Classically, perhaps the presence of certain substances (e.g. metal) interferes with magic. Perhaps even the time of day can influence certain magical activities. Anything could, really. Influences might vary between characters.
So magic is about influencing ambient conditions, and ambient conditions influence magic. That means that one mage can magically affect the conditions that impact another mage's magic. This can lead to magical combat where two or more mages are struggling to control some kind of ambient condition. One group wants an area hot while another group wants it cold. They can duke it out magically.
But one character in the struggle might decide to pick up a club and go beat some heads in on the other side. Characters are referred to as mages when they spend most of their time doing magic. But they're perfectly capable of climbing, sneaking and swinging a sword. Perhaps not as capably as other players and characters per the PAC, but they can do the basics.
Naturally, any character can affect the ambient conditions that influence magic. If metal interferes with magic, a heavily-armored warrior who runs near a mage might mess up the spell being cast - or that is being maintained. That might produce comical results as the unthinking warrior in the group walks near the mage who is actively lightening the group's climbing rogue. The magic is interfered with and the rogue falls. The warrior's act was completely accidental. Probably.
I like the idea of this system because it permits players to play around with the systems, to experiment and explore in order to create a variety of effects. It also returns damage to the hands of those wielding physical weapons, causing battles to return to the employment of relatively standard tactics. Magic will have a definite impact, but not in the sense that it does in current MMOs.
One last tidbit that I'd throw in is that magic's ability to influence ambient conditions should be applied universally (and modestly). That is, if the ground is slippery, it is slippery for everyone. If a magical barrier is placed to block attacking enemies, that magical barrier will also block friendly characters. By making magic into something that alters conditions, we end up with an essentially medieval environment - with modest variations.