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(+1)

Thanks again for the support.  It motivates me to work on this more often and to try to make it the best I can.  

The idea for mixed class characters for your example is that you can place that 1 point in any of those each level.  So the mixing can already occur with those 4.  For instance I have a "Paladin" type character in one of my playthroughs and he alternates between Warrior Training and Mystic Training every other level so he can still be kind of tanky but also adept at healing using the SPI stat bonus that the Mystic Training gives him.  That's one example of a mix. but there are many other combinations possible.  

During some of my "blind" work that was never published I had experimented with just sticking all the stat gains to the 12 classes but it became very convoluted and most of them overlapped or some had to have too OP stat gains that the balance was terrible so I had to narrow it down and then had to devise a way to get stats to characters but to do it in a way that still gave them some freedom and not too rigid or not too "free" like the old way where you could break the game by distributing stats a certain way.   Long story short...the end result was this so I don't plan on adding more of the "trainings" as mixing those can still get the desired effect you're looking for like my Paladin example above.  When you start getting access to crafting "seeds" that will give you a more fine tuning options if you want to tighten things further.  

During my experiments I wanted to make the game as "Western" RPG as possible kind of like Pathfinder and games like that where you COULD steal from NPC's and such and have reputations with the different factions and key people but ultimately decided against it as it was a lot of extra eventing  and plugin work  and not to mention the insane amount of dialogue trees and in the end I wanted the game to be a little simpler overall but it definitely was considered at one point.    

Thanks again.