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jamclark

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Everything posted by jamclark

  1. Well Rangers would be the "label" of a character with the above skill sets. I see them as a Jack of all trades but master of none, as in a versatile member of a party. They can heal, but not as good as a Cleric or Druid. They are great in archery, but less so than an Archer. I see them as forest guardians. They gain bonuses in the outdoors such as faster speed, stealth, tracking, laying traps, finding herbs, fletching, etc. Another would be bow range. In towns, and underground they would have some penalties, such as lowered bow range. A pet, like a Druid or Beast-master, would stand them apart. Not as a meat shield but a companion. Could be similar to a mage's familiar. If the pet dies, the Ranger would certainly suffer in the form of penalties.
  2. Fleeing should always be an option. In great games I've seen the retreating party (PCs or monster) suffer a "free" advantage against them. Thus when the fleeing starts, it creates an opening where it would be easier to get damaged by the monsters or PCs. Monsters should have a "zone" where they will chase then stop to "regroup" toward their lair. To heal and prepare for the intruder's return. Thus they should be healed and have an advantage when the intruder/character returns (trap, added NPCs, etc). Run away to fight another day, but they'll be waiting.
  3. Totally agree on that. A swarm of rats should be able to bring down a lone character, regardless of "level". Their bites should get to unprotected parts of a body (lower legs, back, etc.). Inflated progression systems of health points, armor levels, and weapon damage detract from the basic reality that a swarm of rats should be feared. I greatly enjoyed the armor system of Drakensang, from feet to head to dodging or parrying, and how poisoned bites went from slight to severe gangrene.
  4. Weapons of guns and bullets, bows and arrows, and crossbows and bolts would have their own crafting trees (and skills) just as schools of (ranged) magic and their components. Thus it would be an interesting way to create an overall game balancing systems. While guns will normally be louder, give off odors, and have a higher failure rates than crossbows then bows, the "magical" side would address the inherent disadvantages. On the plus side, bullets could certainly ricochet to other targets. Ultimately, there would be advantageous times for a gun or rifle, as there would be for a short bow or long bow, and cross bows. And disadvantages.
  5. Your barbarian wouldn't require intelligence. Resolve, not Intelligence/Reasoning was the governing statistic of Will. They could be immensely strong and durable, dumb, yet viable. It was developed to provide a counter balance to the reality of a person who is one-dimensional. A Wizard with total investment into their spellcasting abilities is a glass cannon whom can endure and do little else. Fighters typically do not suffer this conundrum. If all one does is lift weights and practice combat, while neglecting to cultivate their mind (philosophy, self identity, willpower), then they will be a mighty physical combatant, but easily manipulated or defeated either through words or spells. It's a counterbalance. One can still reach far, but they do so at the risk of over-extending themselves in other areas. Min/maxing toward an extreme specialization would have its natural costs or drawbacks. For example the barbarian with low intelligence (or wisdom or will) could easily be charmed or controlled by an opposing spell caster. A few points would reduce the effect of say spells to sleep or be charmed. Overall, I like the idea of base attributes that combine toward helping in melee skills, ranged skills, schools of magic, non-combat skills, etc. A party (or squad) based game I highly enjoy and look forward to playing its' sequel of sorts had this.
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