Hey everyone! I’ve recently started cooking up my first hack, but I’m finding myself really struggling with how I want the player’s party to end up looking in the endgame. I want to make sure that the cast is overall balanced, but also I’ve noticed that I’m pretty biased towards certain classes (like pegasus knights) and I want to avoid making a cast that’s almost entirely one or two classes.
Therefore, I wanted to ask what kind of distribution of classes would be good if I’m making my own hack? Or at least, what’s the usual way that classes are distributed in games without insane reclassing like FE3H? For reference, I’m using FEBuilder so the restrictions of GBA FE apply. I can’t make too many new classes because I’m doing a hack vs. using Lex Talionis, but I am planning on making at least a few, and more if I feel like it’d make the hack more fun. Also, I am planning to have a split between Str/Mag instead of just making it Power so some classes will be a hybrid of physical/magical.
I recognize that the context of the hack as a whole is important for this kind of question, and every hack will be different, but I was hoping to get some insight on what the distribution normally looks like in FE titles before I start going too crazy. If it helps, I’m intending to have 40+ characters, and so far I have planned:
- A lance lord who promotes to be able to use dragonstones
- A cleric lord who promotes to be able to use light and anima
- A pegasus/wyvern rider christmas duo
- A wolfskin
- Another pegasus rider
And as a bit of a side question, are there any good ways to create unit individuality without relying on the skill system? I’m going to be using the Echoes spell system because I really like it, which will help with the casters, but I’m worried that the physical units are going to feel a bit too similar to each other. I don’t really want to use skills (at least not right now), but that’s usually how hacks set units of the same class apart from what I’ve seen.