
Originally Posted by
MadFloyd
So here is the mockup that was promised.
To make it easier to digest, I’ve copy-pasted a section direct from Eladrin’s spec below. Again, all of this is subject to change.
In practice, the trees will probably look different, with more sideways arrows, etc but it should give you a pretty good idea of what we have in mind.
A single classed character will have their racial tree and the three trees that are associated with their class displayed. These trees correspond to the three Prestige Enhancement lines tied to the class.
A multiclassed character can change a class enhancement tree with 0 points spent in it to a different class tree that is available to them using the drop down menus. For example, if this character multiclassed into Wizard, it could change the Rogue: Thief-Acrobat tree into Wizard: Archmage, Wizard: Pale Master, or Wizard: Wild Mage. Trees that have points spent in them cannot be changed to other trees. The racial tree cannot be swapped out for a different one.
Each race will have an enhancement that adds another specific enhancement tree to the character’s available list of trees. Elves and Half-Elves, for instance, gain access to the Arcane Archer tree if they take the racial enhancement to unlock it. Dwarves gain access to Stalwart Defender. The player can choose to unlock the tree and then not use it, if they so desire. Trees unlocked in this way use the character’s total character level instead of class level for prerequisites and effects.
Initially, players will have the bottom row of enhancements available to them. As players spend enhancement points within the current tree, additional tiers of enhancements will become available to them. Enhancements will no longer have a “total action points spent” prerequisite, this is replaced by a “total action points spent in this tree” prerequisite, and is defined by the tier the enhancement is on. (5 * [Tier of Enhancement – 1])
Most enhancements will be able to be selected multiple times – the player will do this by selecting the same enhancement repeatedly, incrementing the number of times it has been taken, giving greater effects, up to a limit. (For example, Sneak Attack Damage can be taken 5 times.) High tiers of most enhancements will have class level requirements.
Enhancements that are unavailable to the player are greyed out. Enhancements can still have feat or class level prerequisites – if a player does not meet these prerequisites, a red border or lock display is added to the icon. This should not be subtle, it should be absolutely clear to the player that there’s something wrong here, and they need to do something if they want this enhancement. Players can figure out what requirements they’re missing by viewing the tooltip.
Some enhancements have other enhancements as a prerequisites chain. These are shown in the mockup with arrows in between them. Knife Attack leads to Knife Damage, which then leads to Knife Specialization. An enhancement that has another as a prerequisite cannot have a rank higher than its prerequisite, so to get Knife Damage III, the player must have Knife Attack III. To get Knife Spec IV, the player must have both Knife Attack IV and Knife Damage IV. Most enhancements cost 1 Action Point. Rare ones will cost more. Costs do not increase each time you take an enhancement.
Each enhancement tree will have a line of enhancements that are automatically granted to the character based on the number of points spent in that tree. For example, when a character puts any 10 points in the Assassin tree, they will gain the Assassin I enhancement if they meet all other prerequisites. (Rogue level 6 in this case.) If they do not meet the prerequisites, then they will NOT gain the enhancement until they do. (Any time a player modifies their feats or gains a level, we’ll have to check access to the auto-granted enhancements.) These are shown in the mockup as the horizontal row of enhancements beneath the tree name.
Players should be able to spend action points anywhere in the world by opening up the Enhancements UI, without needing to seek out a trainer. Enhancements can be reset on a tree-by-tree basis using the “Reset Enhancements” button near the bottom of each pane, which is only available in public areas. This has a platinum cost associated with it based on the number of points currently spent in the tree.