No problem, game systems often become over complicated in development. As people attempt to solve problems, a sub system tends to increase in complexity, then in balancing phases, other sub systems increase in complexity to match the previous sub system.<br/><br/>It looks like what you have up there is at it's core the same, you just removed the rails. My previous character concept should still work.<br/><br/>But I am hesitant to post first, just because I lack a frame of reference for some elements. Would it be possible to give us information on "standard" or average equipment (or should we even describe game effects of equipment?) Could we use the previous list as a guide? I just don't want to write up a character and have it be completely out of line with what everyone else is writing up.<br/><br/>Additionally, I intend to play a mage. Since magic skill names have implications for the physics and mechanics of the game world, do you want me to just create those? Or do you want to put down some guidelines? Then there is also the question of spells and spell balance.<br/><br/>I should also probably ask what would be considered high parameters for a human. Many games allow for the upper limit on starting stats to be twice the average, but since randomness plays so much less part in this, I assume that this would be inappropriate. What would the PHY of the strongest human villager be? Or the PER of the best local human hunter?<br/><br/>Lastly, do you have any guidelines for the lore of the game world? Or do we have free reign in writing in our characters origin and place in the world.