Definition
- Classes are simply starting packages with a collection of starting items (abilities/upgrades)
- Usually only appears in Roguelites and within ability systems that have no foundational domains or themes
- Some abilities may share a common theme but that is optional per ability
- Usually games with this approach have some classes with unique abilities and some classes with common abilities
- Usually has less control over the direction of character growth over the course of each playthrough
- Usually does not use a level system
- Can still have domains, but domain stats are mostly determined by upgrades
Examples
- The Binding of Isaac
- Ziggurat
- Brotato
- Slay the Spire
Thoughts
This is the standard system for roguelites, and I love roguelite games.
The primary strengths of upgrade-based systems are:
- They are compositional (I love composition)
- They are extensible
- They easily create rich adaptability
- They support (and to some degree require) randomness
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💡
This has been the default character system for most of my game designs over the past decade, but currently I’m not so certain it is the best choice for Marloth.
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