Definition
- Potential character investment is divided into multiple domains
- Most domains are represented by a numeric attribute
- Character classes largely define starting domain/stat allocation
- The domain stats are either directly invested in or are an indirect sum of the investment in that domain
- An example of multiple values per domain: some games require the player to invest in both spell power and mana pool size to effectively use magic
- May have starting classes that establish an initial character direction
- The player can then either follow that direction or deviate from it
- Classes may have a few unique starting abilities, but they generally don’t have a class-specific progression tree
- Usually uses a level system
- While a player can invest in many domains, focused builds are usually optimal
- Usually skills are less intrinsic and mostly conferred through equipment
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A key distinction between class-based and domain-based, is domain-based games allow players to start with a particular class, and practically develop that character into a different class.
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The other two systems often have attributes, but the attributes usually map less cleanly to particular domains.
For example, in D&D 3.x, both Paladins and Sorcerers rely on Charisma for radically different magic domains.
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Examples
- Barony
- Dark Souls
- Dungeons of Dredmor
- Dungeon Siege
- Path of Exile
- System Shock 2
- Elder Scrolls series