Rules are rough, this is what we have so far:
(Note, copied direct from a shared google doc that we're talking/working on, so it's messy)
Mid area about classes is from a spreadsheet; don't know how to cleanly get it up here. Could put it into a table I guess... but it'll have to wait as I have to get a bunch of work done tonight.
Let's figure this out. Picking numbers off the top of my head, so let me know if it makes sense. Have to figure out what Med. armour would be as well. This is a really rough draft, want to make it balanced and fun.
Rules:
1) No weapons, shields, or armour in your inventory; only what you're carrying. Max inventory of all items (firebombs, for example) is 20.
2) Bottomless box can hold 2 extra items such as armour/weapons (maybe?) and 40 inventory of other items, so we'll have 60 items total. Estus flask doesn't count. Or do you think it'd be better just to have nothing in the inventory, and have your 'slots' as items? Only 5 things in your slots? Hmm what would be better.. don't like the idea of holding 99 of anything; just kills the feeling of realism, but also don't like the idea of constantly checking/managing inventory.
3) Can't select master key, except the theif.
4) Rings count as inventory; so a ring counts as say, a firebomb. Estus flask is ignored, or counted as 1 (essentially, it's one bottle, just how potent it is changes)
Class concepts/restrictions: Concept Roll Speed Melee Armour Ranged Magic Shield
Warrior All around fighter. Balanced Str/Dex. Can use ranged reasonably well. No magic. Doesn't have the raw strength of Bandit or Knight. med or less. Varied, but nothing giant and two handed. Any Any bow to +10 None. Any
Bandit Heavy weapon/armour brute str. fighter. Lowish dex. Any Any Any Crossbow to +15 None. Any
Hunter Ranged, med. armour, med shields/weapons med or less. 1-Handed any Medium or less Any None. Med. or less
Knight No ranged (honour!). No backstabbing. Must attempt to fight head on, including bosses. Must die before host if summoned; if not, dishonoured, must make up for it somehow. Will be slow or med. Any Heavy at all times. None. Limited Faith. Only Warrior of Sunlight, and Miracles under 20(?) FTH. Med or Heavy only
Cleric Must be in Way of White, Warrior of Sunlight, or Princess guard, or Gravelord Any 1H blunt only Medium or less Crossbow to +10 Faith Only. Med. or less
Wanderer Dex based, limited magic support, access to Exotic weaponry (asian, avelyn, etc) Med or less Limited Light? (Should med be included?) Bow to +10? Low level Sorceries (16 and less?) Med. or less
Maybe cap the wanderer's dex to make the Thief more viable?
Thief Starts with the master key. Should have very high dex matched by hunter. Limited Vit? Fast Very limited Light Shortbow only Low level Sorceries (16 and less?) Light
Sorceror Limited Vit/End Any Very limited Light None All sorceries Light (none?)
Pyromancer Pyromancy, but not sure how to limit weapon selection. They seem to be based around being tough... maybe a requirement of 2 stats invested in RES for every flame increase? Meaning a 30 stat investment (42 overall) to get a max flame...? ? ? ? Crossbow +5 Pyromancy obviously ?
Deprived All around, crappy equipment. Maybe limit equipment upgrades...? Unsure. Med or less Limited Medium or Less Crossbow/Bow +5 Limited Pyromancy (flame +10?) Restricted by RES as well Med or less
Also, I don't want to get too much into elemental weapons, as it seems to steal the thunder out of classes. Maybe ban them altogether, except for the Pyro with Flame/Chaos?
I think Maximum in stats will help mould a character in the right direction. Low VIT for thief/sorceror for example
Two handed weapons count as two weapon slots; this is all Ultra great weapons
Weapon Categories:
Daggers -- All classes
Straight Swords -- All classes
Great Swords -- Knight and Bandit, Warrior?
Ultra Great Swords -- Knight and Bandit
Curved Swords -- Wanderer / Warrior
Katanas -- Wanderer / Warrior
Curved Great Swords -- Bandit and Wanderer (If not samurai)
Piercing Swords -- Sorcerer, Thief?
Axes -- Warrior, Knight, Bandit, Hunter, Pyromancer
Great Axes -- Bandit, Knight
Hammers - Warriors, Bandits, Clerics, Knights
Great Hammers -- Bandit, Knight
Fist Weapons -- Thief (claws)
Spears -- Warrior, Bandit, Knight, Hunter, Wanderer
Halberds -- Knight (actual halberds, lucerne), Wanderer (Black Knight Halberd), Warrior (all kinds) & Bandit (scythe)
Whips -- Wanderer, Thief
Bows -- Warrior, Hunter, Bandit, Thief (crossbows preferred)
Greatbows -- Bandit/Warrior/Hunter
Crossbows -- Hunter, Bandit (heavy crossbow), Thief (light crossbow preferred), Wanderer (exclusive access to Avelyn)
Small Shields -- All classes (Sorcerer prefers leather shields & buckler, Warrior prefers round shields, Thief prefers buckler)
Standard Shields -- Warrior, Knight, Hunter (prefers leather and wooden shields), Bandit, Wanderer
Greatshields -- Knight (exclusive access to Greatshield of Artorias), Bandit (exclusive access to Bonewheel Shield)
There's a list of LIght, Medium and heavy armour here, but I disagree. We should do it by weight or poise. Black Knight set is medium??
http://darksoulswiki.wikispaces.com/Armor
Stats
VIT HIghest should belong to (Bandit, Knight), then (Warrior, Hunter), then (Cleric, Wanderer, Deprived, Pyromancer), then (Thief, Sorceror)
ATT (Sorc, Cleric, Pyromancer), then (Thief, Wanderer, Knight, Deprived)
END (Bandit, Knight, Warrior), then (Hunter, Cleric), then (Wanderer, Deprived), then (Thief, Sorceror, Pyromancer)
STR (Bandit, Knight), then (Warrior, Deprived), then (Hunter, Cleric, Pyromancer), then (Wanderer, Thief, Sorceror)
DEX (Hunter, Thief), (Warrior, Wanderer), (Bandit, Deprived, Sorc), (Bandit, Knight, Pyromancer, Cleric)
INT (Sorceror), (Thief, Wanderer, Pyromancer), (rest)
RES (Pyromancer, Knight), (Bandit, Warrior, Hunter, Deprived), (Cleric, Wanderer), (Sorceror, Thief)
FTH (Cleric), (Knight), (Deprived, Bandit, Pyromancer), (Warrior, Hunter, Wanderer, Thief, Sorceror)
For the highest class, use 40 as the high end, then break into appropriate chunks. 50 in NG+.
For pyromancy, each +1 flame needs 2 stats invested in RES.