
(05-18-2016, 04:23 AM)Valence Wrote:(04-24-2016, 03:54 AM)Ravusa Evomere Wrote: Crap I said Earlier
Well, don't feel too compelled to nerf that HP pool too much though. As I said, keep in mind that it was a tutorial for people, so my NPCs were basic gladiators and stuff... And they were only two against like, 5 of us! But yeah, I think that -20 HP can be cool. Since the HP bonuses for tank classes don't change it tends to differenciate them a lot more with the squishy ones. Eventually the nice thing is that you can adapt it to various groups of power: people playing average joes will get freelancers with 50HP, and people playing heroes facing tons of powerful enemies may want to buff it up a lot.
Your new point system for magic looks fine to me. It's a good idea. I would probably still proceed differently in my case but that's mostly taste! Ideally, I think what I would do is an easy to grasp skill tree of sorts for pretty much every command skill:
For example a conjurer character will pick up as one of their commands the healing magic one. The player says "my character is a novice", so they just take the basic package. Then they say instead "they are a senior conjurer", they take the basic lvl 1 package, the lvl2 one, as well as the level 3. I would break down every command into 3 tiers. Mostly for fluff, no points behind, just for a roleplay perspective. You know you play a powerful character, you choose accordingly. Well at least that's what I did myself more or less. All in all it boils down to "my character gained lots of experience in conjury the past year, so let's upgrade his conjury lvl1 to conjury lvl2". I like that because it allows me to differenciate grizzled vets from green novices.
For the Grit skill, well, I would ideally have expected it you know, to have just a different effect than the defensive one, but I totally understand that at some point you just run out of different things to find with all that.
Actually, if you have a suggestion for Grit I would love to hear it! As of right now, it's set so that there is at least one defensive move in the DRK set. But I'm curious to hear your alternative if you have an idea.
And I glad you liked the point system. I was going for the branching system at first, but it ended up being a lot of redundancy and a lot of people were not happy with spells being missing in certain sets and it was a lot, so I talked to some people and they said they would be happy with the point system, this way they can collect the spells they really want, and for those who want to be the new characters can just take simple spells and those who are the vets can get the stronger ones.