How to handle characters who start promoted in my hack?

Hi there! Title says most of it. I’m in the process of theorycrafting a hack and I’m not exactly sure how to handle characters who are recruited as promoted classes.

For context, one of the main gimmicks I’m planning for this hack is to have every character have one unique promoted class and one promotion that they share with others in their base class (e.g. Pegasus Knights can all promote to Falcon Knight, but one specific Pegasus Knight also gets access to, say, Dark Flier. Another wouldn’t have Dark Flier but would instead get something like Griffon Knight). I’m doing this because I don’t really want to mess with skill system but I also still want to give every unit a unique, specific niche that they can fill, alongside another more general niche that can be used if you just need a specific type of unit. Obviously stats play into this as well, but I think doing something like this adds another layer of decision making and can let me make two characters with similar stats in the same starting class still feel distinct. Essentially, I want every character to have a specific use case regardless of how good or bad they are overall outside of when the player needs to fill slots left behind by dead units.

To get to my actual question, should I have characters who start promoted be in a unique class, should I just stick them in the general promoted classes (because people might gravitate towards the unique options), or should I do some mix of both? One concern I have with having them be in the more general promotions is that people might be more interested in the early characters who have more customization, but also I’m planning on having around probably 30-ish characters and I think that’s way too many for me to make unique classes for, and even then I don’t know if I even SHOULD make that many because they’ll start to feel pretty same-y. Just looking for any ideas that people have regarding this issue.

Any thoughts are extremely appreciated!

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I’d say for the ones in the early game, put them in the general promotion cause they’re sort of meant to fall behind compared to the scrunklies, but as you approach the endgame, have them start in a unique class if possible to make sure they catch up with the now-trained scrunklies

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It’s not really my intention for them to fall behind, per se. I’m just worried that people are gonna see that characters who can promote have something unique but the late joiners don’t if they’re in one of the more general classes. Like why use the late joining falcon knight when you not only already might have one but the fliers you do have all have other more interesting promotion options. Maybe I just need to make sure that the general promoted classes are still good/fun to use.

Personal weapons >:333 I mean, look at Call of the Armor and how it handled multiple units of the same denomination, e.g. Kilian with the Breadknife, Vectar with the Antique Edge (which tbf you could give to Kilian instead for even more obliteration but still), Uyama with the Wind Edge, Ansha even with Silencer and Thief utility, etc. While it’s not the be-all-end-all solution, it is a reliable solution if you’re willing to do that, and that can help them out immensely :two_hearts: Let the scrunklies have their fun with the unique promotion options, but let the late-joiners have fun with weapons that give them a reason to be used other than seat fillers :sparkling_heart:

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I don’t think normal vs. unique promotions should factor into the decision-making. Just go with what the roster needs and what fits the character in question.

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My thing is if you want the Pre-promote to be like Seth and stay relevant in the whole game(maybe not as soloing as seth pre-say) or you want someone like Marcus(Roy’s adventure) where their good at training your early units but if lucky can stay for a good while or becomes a fall off unit near the mid of the game where everyone has passed them but the units weapon ranks keep them in as their able to use the stronger weapons and for the class delima it fully depends on how the starting classes are like what your lord is and their starting ground as the early pre-promote should either be something that helps the team like an early game general for a low defense starting squad so they have someone who can take hits if needed but isnt fast enough to double letting them get kills and level or a mounted unit(horse back/flying) for time objects filling the map with weapons that count the unit so they cant handle everything like a few hammers against the general or Horseslayers/archer squads to stop the high movement pre-promote from going wherever they want without any competition or risk id say the best class for a pre-promote is a great knight like fredrick he has stats to handle units but not one round them for weaker units but if needed can take on hords but has to watch out teaching the player about effective weaponry by being weak to everything but bows

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