SmurfInHell
Squire

CalvinG 说:Might make a caster choose between types of magic instead of being a jack of all trades.
With the new skills, why would not everyone make a fighter if the fighter can gain honor and use holy avenger as a paladin and can gain faith to use clerical spells and gain magic power to use mage spells? Each choice of profession should make a difference but be balanced. Not sure the best way to do this, but I think the modder can do this easily given his DM experience.
The magic resist dynamic still is the weakest part of the mod. Intelligence is the must have attribute due to needing magic resist. Not sure of other ways to do this such as items or just using level and class. Maybe even some items that have the effect from inventory without being worn such as the books. I actually think some more inventory functioning magical items would be grand. Maybe even a bag of holding or some such to enable certain items to be accessed while away from the inventory chest.
Thoughts on Starting Professions/Classes
So the first two parts are very important and I've dealt with them A TON. It deals with the idea of a person starting as say a cleric, but also being able to learn magic, faith, ETC. Yes, it's POSSIBLE to start off as a fighter then dabble some into magic power and faith, BUT think of the long and short term for that character. If I start off as say a fighter and then spend my next 5 levels pumping cleric skills I might hit level 4 faith with a charisma of 12; this is if I started with decent stats across the board. Pretty cool right? Level 5 with pretty decent fighter capabilities, an alright spread sheet of skills, and some faith skills too boot!
Yet, despite this if I had pumped those 4 stat points into something like strength or agility I could be a significantly better fighter with a higher skill level in power strike, shield, athletics, ironflesh, or so on. The trade off is in your stat and skill points. At early levels trying to do everything will cripple your characters growth ability as they have to invest widely in a lot of stats before they can go toe to toe with other similar or higher level enemy troops. Not only that you will suffer in terms of your leadership ability as all skill points must be used sparingly. If you try to pump INT for extra skills then you'll end up with too many skills and not the prerequisite stat points.
Even at much higher levels you will not be near as strong as a single disciplined character, or one who is mainly one discipline and uses a second to "augment" his capabilities. The ability to openly switch between them and choose on the fly is a fantastic piece of the game which SHOULDN'T be taken out. It allows flexibility without making the "do everything" option the most rewarding. In fact, it's quite easy to argue the opposite.
Conclusion On Professions/Classes
The choice of profession is MOSTLY a way to get your character started in the way you'd like for them to head. E.G. Cleric get faith abilities early (using charisma = higher squad group = Clerics are good at group support) or the mages that start with wizard spells. The exceptions here are things like Paladin that get special abilities unique to them like the lay on hands, but they also get bonus/negative relations from the beginning of the game.
In Conclusion about the classes and being able to switch: M&B has a great setup that allows for a very unique character path. Almost everyone's will be different and it allows a lot more freedom VS D&D's more restrictive class, stat, and skill variation. The talk of being balanced is something that can be hard to do in such an open type character development. My suggestion would be to find things you find specifically unbalanced and to make a post about it in the suggestions thread for Guspav and others to read over / build upon. Currently, I like the way the system works. The M&B system synergizes well with the new skills/stats that it makes you consider your path a bit more, but it won't punish you if a couple of levels are spent in other skills. Versatile jack of all trades are viable, but won't carry the same power house effect across all their disciplines. On top of the fact that magic power requires magic friendly armor to use effectively; the only instances of that are robes, some medium tier chain, and very high tier twilight armor.
Magic Resistance and New Items
Magic resistance: Yea, very tough thing to balance, but it is currently VERY needed for the way magic damage is setup. I'd like to find a way to really keep this stuff balanced even more so without doing a whole revamp of the system.
New Items: A hundred times yes. I wonder if you could get a very powerful artifact/book that gives your party members +1 magic resist skill? I'm not sure how the bag of holding would work... I wonder if you could use something similar to the discard screen setup; have a specific one linked to a bag of holding to keep it persistent? So you Right click bag of holding in your inventory, then it opens up a "discard" like screen to the left where it shows the bag's contents.



