|
Post by mulcibaer on May 23, 2015 19:33:49 GMT -5
As no one else put anything up yet, I'll do some legwork for a change.
Overall, there is a level of polish that shows some actual thought behind the system. As stated elsewhere, the freedom to cross over into other skills is appreciated, and does not have the feel of overall detriment that would make a non specialized character useless. Destruction rules are both agitating and fair. Lost my shield more than a few times, quite amusing. I am eager to learn how this will develop, and what stories we will tell.
|
|
|
Post by thewolfinman on May 24, 2015 21:30:06 GMT -5
First I appreciate your notice of the finer points of the rules. This rules set has been nearly 4 years in the makeing and has been torn down aand rebuilt many times. Its nice for the work to be appreciated.
Second multiclassing in the truest sense is one of the founding ideas I had when I designed this game. To many games force you into a role when your characters backstory calls for a more adaptive system. Creativity is our main concern. I am glad you find it works!
Third Shield rules are ALWAYS OVER POWERED in every game I have ever played. Items haave a short life span in this game and that is an important part of the economy. In addition smiths are able to add more shatter resists to items, incresing their combat longevity. Food for thought!
Thanks for coming out and giving excellent feedback!
|
|
|
Post by mulcibaer on May 25, 2015 9:13:50 GMT -5
I saw that equipment only lasts for 4 months, was curious as to why. Is this in place as foresight to prevent an overabundance of gear?
|
|