Sweet, a Developer for Rift: Planes of Telara, spoke up about class design and what kind of philosophy they follow internally.
Just want to give you a little bit of insight into what our general philosophy is regarding class design and the system itself. For starters this isn’t something like Aion or the original EQII system where you choose an archetype and then specialize out from there. For us a Calling defines what classes you have access to thier most basic mechanics e.g. do I use energy, do I use mana, do I use some kind of point? It does not grant any kind of default abilities that all classes of that Calling share. It also doesn’t prevent us from adding additional mechanics if we think it’ll make the class feel and play better.