![]() |
|
#26
|
|||
|
My recommendations:
1. No visible numbers....no stats or HP or Mana or AC/ATK numbers. 2. All gear can break/degrade. Can be repaired by players with skills. Good stuff lasts longer, crap breaks easy. Gear can degrade all the way to unrepairable. 3. All gear can be tradeskilled except the really rare stuff 4. Magical items all need to be powered and recharged, and can break/explode. 5. damage is wound and fatigue based - not subtraction of abstract HP numbers. 6. All gear takes skill levels to use...no twinking. If I am a bad swordsman with a rusty longsword I still suck with a Longsword of Uber Slaying. 7. Any special 'treasure' loot that drops is all no drop. 8. All skills learned by repetition. A master can teach up to a certain level to make it go faster. 9. No 'levels', it's all skill based. If a Giant can stomp me flat when I first start, then he can when I've played a long time unless I dodge. Meaning, I don't have an absurdly larger number of 'hit points', I can use my skills to not get hit in the first place much better at higher skill levels.
__________________
The Ancient Ranger
Awake again. | ||
|
Last edited by fadetree; 12-27-2017 at 11:31 AM..
|
|
||
|
|