Post by Hoid on Apr 16, 2014 23:19:13 GMT -5
My thoughts here follow a central theme, in that this is an rp. Mundane and regular weapons aren't that amazing, hell characters are allowed to start with them pretty much freely (within reason, yes I know).
So why are we concerned with having stats and requirements tied into these items that are, like the ones that new characters start with, devoid of any stat changes, but just effect RP.
The only gear that should really be sold/worried about in any stat capacity is the magical gear. Even then, are stat changes REALLY necessary? Most magical gear is unique in some fashion, and I really think that we should try and reflect that. Stat changes never feel very fancy, impressive, unique OR magical.
Why not have rp-effects to them. Players are capable of understanding simple things like 'This armor makes you jump higher' or 'this sword lets you do a whirlwind attack'. Rp-based moves, abilities, or just interesting effects go further to drive home the idea of a weapon or item being more magical or unique, as it lets you do something that normal people or items can't.
At the end of the day, this is an rp, and the combat is too. Stats and abilities all end up expressing themselves through rp. The way I see it, one just makes things more fun and enjoyable then the other.
Also, as far as armor requirements, I thought that had been discussed some already somewhere else? I liked one idea that was put forth there, which was having the armor requirements be unique to that armor. Some armor need certain stats, some needs others. No classes or central armor stat.
Just my two-cents ;P
So why are we concerned with having stats and requirements tied into these items that are, like the ones that new characters start with, devoid of any stat changes, but just effect RP.
The only gear that should really be sold/worried about in any stat capacity is the magical gear. Even then, are stat changes REALLY necessary? Most magical gear is unique in some fashion, and I really think that we should try and reflect that. Stat changes never feel very fancy, impressive, unique OR magical.
Why not have rp-effects to them. Players are capable of understanding simple things like 'This armor makes you jump higher' or 'this sword lets you do a whirlwind attack'. Rp-based moves, abilities, or just interesting effects go further to drive home the idea of a weapon or item being more magical or unique, as it lets you do something that normal people or items can't.
At the end of the day, this is an rp, and the combat is too. Stats and abilities all end up expressing themselves through rp. The way I see it, one just makes things more fun and enjoyable then the other.
Also, as far as armor requirements, I thought that had been discussed some already somewhere else? I liked one idea that was put forth there, which was having the armor requirements be unique to that armor. Some armor need certain stats, some needs others. No classes or central armor stat.
Just my two-cents ;P