Thank you for the answers!
OK, that sounds good. Hopefully you'll make it so, that even if you can rest anywhere safe without a "cost in food", you cannot just spam it and take a quick rest after every battle, even in a corridor, behind a corner from the next enemies (like it was in e.g. NWN2 where "resting" was basically a quick, 10 second breather).
Excellent, sounds really good! This is what I really prefer, I don't much care for the D&D armor system.
Ah, good to know there is still hope for a non-combat skill or two. Also, alchemy would be quite nice. However, be careful that you don't end up adding in so much new stuff/features, that you'll run the risk of adding too much stuff, making the game take considerably longer to finish. Feature creep is a serious problem, especially on first games. Better to complete a game with most of the features you wanted to have, than to end up running out of steam and money with all the features you wanted.
A quick follow-up question (hey, you said you were happy to answer them ). About the skill system and advancement. I take it you're using a system, where on every level up the character receives a given amount of Skill Points (or whatever you want to call 'em) with which to improve his/her attributes and abilities. Will you scale the improvement costs with ability level, that is, low levels cost less than high levels, or will the costs be static (e.g. 1 point per level, any level)? The former will generally make characters who either specialize on few skills or become pretty low proficiency generalists, the latter will generally make every character a generalist with high levels of proficiency on several skills (depending on the amount of points you receive, naturally). To put it in another way, and less theoretical (kinda), will you make the advancement system so that a single character cannot be good at (nearly) everything and so encourage character specialization? SOme newer CRPGs essentially allow you to become good at everything, which I don't that much like.
And one more for the road. What sort of stance will you take on loot and magic items? Will you shover the characters with ample loot and numerous magic items (as in e.g. Diablo and many other ARPGs) or will loot be more, eh, sensible and magic items rare? I highly prefer the latter "more sensible" option, BTW. I like the loot to be meaningful and magic items to be a big deal not vendor trash.
Currently you can rest in safe areas (though your rest can potentially be interrupted by monsters etc.). I've been toying with the idea of having to use inns for resting but haven't made the decision to switch just yet. Resting won't require consumable, no. A night's rest will heal you fully (the actual resting interface works similarly to the elder scrolls resting.
OK, that sounds good. Hopefully you'll make it so, that even if you can rest anywhere safe without a "cost in food", you cannot just spam it and take a quick rest after every battle, even in a corridor, behind a corner from the next enemies (like it was in e.g. NWN2 where "resting" was basically a quick, 10 second breather).
Amor essentially mitigates incoming physical damage (so yeah, point protection). Anyone can use armor but there will be penalties for casting spells and (possibly) for using bows.
Excellent, sounds really good! This is what I really prefer, I don't much care for the D&D armor system.
Let me stress that our current skills are not set in stone and it's very likely that some will be added/modified. I personally love non-combat skill, it's just that we only wanted to demo what was fully functional on KS. A persuasion or persuasion/mercantile skill would be cool and could definitely be used to extend dialog branching (something I'm all for personally). We'll also probably add alchemy and possibly even a crafting system.
Ah, good to know there is still hope for a non-combat skill or two. Also, alchemy would be quite nice. However, be careful that you don't end up adding in so much new stuff/features, that you'll run the risk of adding too much stuff, making the game take considerably longer to finish. Feature creep is a serious problem, especially on first games. Better to complete a game with most of the features you wanted to have, than to end up running out of steam and money with all the features you wanted.
A quick follow-up question (hey, you said you were happy to answer them ). About the skill system and advancement. I take it you're using a system, where on every level up the character receives a given amount of Skill Points (or whatever you want to call 'em) with which to improve his/her attributes and abilities. Will you scale the improvement costs with ability level, that is, low levels cost less than high levels, or will the costs be static (e.g. 1 point per level, any level)? The former will generally make characters who either specialize on few skills or become pretty low proficiency generalists, the latter will generally make every character a generalist with high levels of proficiency on several skills (depending on the amount of points you receive, naturally). To put it in another way, and less theoretical (kinda), will you make the advancement system so that a single character cannot be good at (nearly) everything and so encourage character specialization? SOme newer CRPGs essentially allow you to become good at everything, which I don't that much like.
And one more for the road. What sort of stance will you take on loot and magic items? Will you shover the characters with ample loot and numerous magic items (as in e.g. Diablo and many other ARPGs) or will loot be more, eh, sensible and magic items rare? I highly prefer the latter "more sensible" option, BTW. I like the loot to be meaningful and magic items to be a big deal not vendor trash.
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