So as not to confuse things I’m not going to go into details on my settings/rules etc, but will instead reference DnD to utilise common terminology.
Short description: turn based combat; customisable party; Closest reference I can think of is Infinity Engine games like BG and Icewind Dale. Click the character portrait, control that character, the AI controls the other five. So, given that, how would you structure your Character blueprints? My thinking is:
BP_PCMaster
(extends Pawn)
Everyting that is common to all player characters goes in here. Rules on movement, basic melee, how health works etc etc If it’s common to all characters, it goes in here.
BP_PCclassname
(extends BP_PCMaster)
Everything that is specific to a aprticular class goes in here. Things like rules on what spells/feats are avaialable to them, armour restrictions etc etc
BP_PCcharname
(extends BP_PCclassname)
Finally, stuff specific to individual characters like stats, character mesh, armour, weapons, location vector (for saving) etc etc.
Am I overthinking or complicating this? Will this create problems if I end up using the engine’s built in Ability system (which, after a few cursory looks, I think I probably should)? Am I not going far enough? By adding another extension above class, such as race or species, I could have a programmatic ruleset for the entire game - including all enemies/bad guys - in place and consistent. This seems to make a ton of sense to me, so the question is, what obvious problems am I not seeing? Will this hamper pawn switching, or setting up an AI Controller?
I guess the better way to word it would be, what are the obvious drawbacks to this setup?