Inferi,
Yes, I did trim down how many specials there are. They are now called Feats, and range from combination abilities, to increasing your arsenal, to supporting powers. All of them are useful, in my opinion, and each has versatility. In Impurity, after Childhood is finished, you pick just one Feat, then additional ones are awarded upon completing quests, or defeating bosses, or defeating Heroes, or acquiring certain artefacts.
I also liked the idea of reward-based Perks. This is what I’ll be keeping in mind for sure. I also think rewarding certain weapons, magic rings, spells, etc, would also work.
Your points always help broaden the horizon. Only by discussion can we figure out a better system, after all.
West,
I dunno; prices are very rarely mentioned, hence why there was lots of bartering back then. A one-handed sword in medieval England, for example, could be as cheap as two pence, which was about the average daily wage back then. This suggests a low-quality weapon was about a day’s wage. Presumably, the length of time it took to manufacture something decreed its value. Leather armour was quite rare in the Middle Ages, but there are mentions of leather vambraces in English armories, and leather vambraces have been found in Lithuania.
I see. I find the idea of a ‘city-ranger’ pretty cool. So, one who uses traps, poison, stealth, etc. I suppose Slayer fits that role, so yes, your previous point about just that is correct. In Impurity, I wanted all classes to be useful and adaptable, so I didn’t want to limit any class too much.
10-Jun-2018 01:34:40