<blockquote><div><cite>nicktaken wrote:</cite>Aleph-Null, I will be adding all that information to the opening post soon. Unfortunately, I got pretty sick (physically) so it might get delayed by a day or two. My apologies.</div></blockquote><br/>No apology is necessary, if you are sick take it easy.<br/><br/>Some thoughts on skills,<br/><br/>Perhaps you would want to set up the skill tiers so that they are more broad at rank 1 and narrow at higher ranks. For example, One handed weapons might be rank 1, Swords might be rank 2, and Fencing weapons might be rank 3. Alternately, Swords might be rank 1, Fencing weapons might be rank 2, and Rapiers might be rank 3.<br/><br/>I suggest this for two reasons, the first is that some abilities seem really powerful for a low skill buy in. For example, skill in swords unlocks several abilities, some of which, such as fencing, grant significant bonuses to ACC (AGI + PER + Skill). This tier system would allow you to gate more powerful abilities and simultaneously narrow the field of weapons that a bonus would apply to.<br/><br/>The second reason, is that the only personal customization to stats is two points to parameters and two points to skills, many professions will rely on the same parameters which may mean that real character differentiation is mostly down to skill choice. For example, lets say we are treating race as the fantasy game equivalent (human, elf, dwarf, etc..), and ethnicity as culture. Lets say we have two Human Englishmen Swordsmen. As this profession relies on the sword, they will both most likely take AGI, if the profession suggests shield use, they would probably take both AGI and PHY. Leaving the difference between the characters coming down to skills.<br/><br/>Now, if skills are narrow, they will probably focus in similar areas to enhance their role chosen by profession. If skills are to board, you end up with all characters being able to access key abilities. But by narrowing the scope of skills at higher tiers, you allow characters to have the basic abilities covered, but have different abilities based on their "vertical" specialization.<br/><br/>On a different note, when do you regenerate stamina, is it the beginning or end of the turn?