I'm not sure what you mean.
I'm not sure what you mean.
Well, just to take a brief examination,
So what I'm getting from this definition is things like, for instance, jobs having abilities that add, for lack of a better term, flavor; ones that don't have any particular effect on game balance, like Rogue's mugging, Bard's instruments, and so on. In other RPGs this might include things like Feather Fall and Portal spells (though the Aetheryte system and inability to die to fall damage make those moot here), or several "impractical" skills we attribute to BLU here, like Transfusion.Let us, for sake of convenience, define "RPG content" as any content which allows players to act on particular roles or character elements, especially within the context of a party, where not limited solely to combat or the game's normal optimizations therein, generally for the purposes of forming what could make an interesting story from the feats and tasks involved.
That's just my interpretation of one broad element, as Shurri has elaborated on several other options like job-specific scenarios, or instances where the above-mentioned "social" skills have a beneficial effect on the outcome. To use an example from WoW, the Court of Stars instance allows characters to impact the course of the instance based on their race, class, and professions -- a Mage or Elf would be able to drain the magic from a lantern to enhance the party, an Engineer or Goblin/Gnome could hack and decommission robot guards, a Rogue or Alchemist could poison a flask one of the bosses drinks, and so on.
Things that play on the lore elements of each job. Maybe your Astrologian can divine the locations of hidden chests, or your Scholar could open dialogue options with their specialist knowledge, or your Machinist could repair a piece of machinery to assist the party, or your Warrior or Samurai or Black Mage could break down some doors or activate portals to open shortcuts through an instance.
Personally I think there's some neat potential, but with so many jobs it can be a bit tricky to diversify, especially when half the point of Disciples of War/Magic is the combat focus of their disciplines compared to the Disciples of the Hand/Land. For instance, someone like the Red Mage would have particular difficulty gaining a specific position as a job based on a lack of mastery, and several of these jobs are largely "wandering guard" positions, where the glim and glamour comes from your particular skill at it.
If you notice, it was only edited and expanded after my (our) question, at first there was no explaination.Well, just to take a brief examination,
So what I'm getting from this definition is things like, for instance, jobs having abilities that add, for lack of a better term, flavor; ones that don't have any particular effect on game balance, like Rogue's mugging, Bard's instruments, and so on. In other RPGs this might include things like Feather Fall and Portal spells (though the Aetheryte system and inability to die to fall damage make those moot here), or several "impractical" skills we attribute to BLU here, like Transfusion.
That's just my interpretation of one broad element, as Shurri has elaborated on several other options like job-specific scenarios, or instances where the above-mentioned "social" skills have a beneficial effect on the outcome. To use an example from WoW, the Court of Stars instance allows characters to impact the course of the instance based on their race, class, and professions -- a Mage or Elf would be able to drain the magic from a lantern to enhance the party, an Engineer or Goblin/Gnome could hack and decommission robot guards, a Rogue or Alchemist could poison a flask one of the bosses drinks, and so on.
Things that play on the lore elements of each job. Maybe your Astrologian can divine the locations of hidden chests, or your Scholar could open dialogue options with their specialist knowledge, or your Machinist could repair a piece of machinery to assist the party, or your Warrior or Samurai or Black Mage could break down some doors or activate portals to open shortcuts through an instance.
Personally I think there's some neat potential, but with so many jobs it can be a bit tricky to diversify, especially when half the point of Disciples of War/Magic is the combat focus of their disciplines compared to the Disciples of the Hand/Land. For instance, someone like the Red Mage would have particular difficulty gaining a specific position as a job based on a lack of mastery, and several of these jobs are largely "wandering guard" positions, where the glim and glamour comes from your particular skill at it.
And yeah, once clarified I agree with the idea.
Taking a long fall might not kill you outright in FFXIV but it can still leave you with 1 HP. If you happen to land next to an enemy and it decides to immediately poke you with a stick, you'll die. I can easily imagine a dungeon where a feather fall -like spell or artifact allows the party to take a shortcut which would otherwise be too dangerous.
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