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Goblin Squad Member

Wow, I must have missed that we will have to pay to have more than one character at a time (or 2 with destiny twins). I personally like to have multiple characters going at the same time because I get easily bored and need to change it up to maintain interest. I was really hoping for a truely open sandbox with as few restraints as possible.

Goblin Squad Member

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I would say that a 3 value system would be best.

1. A Quality number that indicates how well made the gear is and has an effect on how fast it wears out. This can be a percentage like is used in DAoC and has a dirrect effect on the damage of weapons and the protection provided by armor. 75% quality weapons wear out much quicker than 99% quality weapons.

2. A Condition value that tells the current condition of the gear and this number can be brough back to full with the help of a PC (no NPCs) crafter. As this number drops it too will affect the effectiveness of weapons and armor. This also is very simular to DAoC.

3. A Durability value that slowy drops over time based on use and is affected by the quality and how low you allow the Condidition to go. This value will just determine the over all life of the item. The better the enchantment and material the gear is made from, the longer it should last, so that a Paladin does not have replace his +5 Holy Avenger every time he turns around.

I referenced DAoC twice because I think they have a good system when it come to gear. Now they have put gear in the game that will never wear out and I am unsure if that is a good idea. If NPC crafter can be used to repair gear I think it should be made expensive enough that a PC woudl be a better alternative if one is available.

Goblin Squad Member

It seems to be an unnecessary restriction to require a character to not have any skill trees out side a single archetype to eventually recieve an archetypes capstone bonus. Below is a list of reasons to remove the restriction, that I can think of.

1. If you spend time on other skills it will take you longer to get to capstone of a single archetype anyway.

2. When other players get to the capstone they will beable to work on other skills. Why put in the delay to other skills until after the capstone?

3. No restriction will allow players to be much more diversified without having to lose the hope of ever recieving a capstone bonus.

4. If there is a concern about character eventually collecting multiple capstone bonuses, then just limit each player to only one archetype bonus.

If the world is going to be a Sand Box them I think it will be beneficial for the character in that world to be as Sand Box (free to be different)


I am a DM for 7 players and I looked at including Words of Power into my campaign. The first thing I tested was recreating commonly used spells with the words and some of them didn't work. For example, Fire Ball has been for a long time the major mass damage spell for arcane casters above level 5, but it is not possible to create Fireball at level 3 with this rule set. Any system like this should allow the casters to at the very least be able to duplicate standard spells. I think this system may not be complicated enough to allow for improved flexibility and still not be overshadowed by the power and considerable flexibility inherent in the large number of standard spells.

Suggestions:
* Some Word Cost values may need to be adjusted
* Range could be made a separate variable from Target
* Could also separate out all Condition Effects such as Staggered, Entangled, or Deafened and make them thier own Effect Words with thier own costs that can be added to a spell.