Post by Pie on May 2, 2013 12:17:53 GMT -5
So, I’ve been watching over things, DMing threads, adminning and what not, and I’ve noticed a few things with how the system runs that I haven’t been a huge fan of thus far. While I do like the ideas I’ve had in theory, some of them just don’t seem to play out terribly well in practice in my opinion. I’d like feedback from everyone on how you think these mechanics have been playing out, and what changes (if any) you’d like to see to them.
The Travel System – I like the random encounters, and the idea of having to spend time to travel. I’m not a fan of having to buy supplies for every trip. Yes, it improves realism to have to go buy food/water/etc, but that stuff is usually left off camera for a reason. It’s tedious, boring, and it gets repetitive very rapidly. I’m personally leaning towards removing the food/water needs from the travel system but keeping the random encounter bit. The encounters keep travel interesting enough without worrying about food and water.
Housing – I like the idea of having a home. It provides a great setting for socials. I’ve come to dislike the idea of rent, or paying for them, on a monthly basis at the very least. The income amount at early classes doesn’t let people realistically afford housing unless they wrote a good application, and the monthly rent system will get to be a huge pain as we grow. I’m thinking that this should be changed to: you can have a free home up to a multi-room apartment at the start, and you can make a one-time payment to upgrade to a full sized house or mansion later on. With the removal of the storage space idea, paying for housing makes less sense because it no longer offers any real benefit beyond your character having a place to sleep or a setting for social threads.
EXP Caps – This is less of “I have an issue with this” and more of “would this work better?” One of the things that just feels kind of… odd… is the whole “you don’t gain EXP when you’re at the cap for a class, and instead it turns into money” thing. What if, instead of it being turned into money, your character just “overleveled.” They would still gain EXP, and SP, but they wouldn’t be able to upgrade their spells or items to the next class until they passed the exam. This would work pretty well in my opinion, as it would keep the first few class-ups chugging along pretty quickly. It would also make grading threads a bit faster. Futhermore, the lowered money wouldn’t be an issue if we followed the suggested housing change. With this system, capped S-class mages would still have bonus EXP turned into jewels.
The Travel System – I like the random encounters, and the idea of having to spend time to travel. I’m not a fan of having to buy supplies for every trip. Yes, it improves realism to have to go buy food/water/etc, but that stuff is usually left off camera for a reason. It’s tedious, boring, and it gets repetitive very rapidly. I’m personally leaning towards removing the food/water needs from the travel system but keeping the random encounter bit. The encounters keep travel interesting enough without worrying about food and water.
Housing – I like the idea of having a home. It provides a great setting for socials. I’ve come to dislike the idea of rent, or paying for them, on a monthly basis at the very least. The income amount at early classes doesn’t let people realistically afford housing unless they wrote a good application, and the monthly rent system will get to be a huge pain as we grow. I’m thinking that this should be changed to: you can have a free home up to a multi-room apartment at the start, and you can make a one-time payment to upgrade to a full sized house or mansion later on. With the removal of the storage space idea, paying for housing makes less sense because it no longer offers any real benefit beyond your character having a place to sleep or a setting for social threads.
EXP Caps – This is less of “I have an issue with this” and more of “would this work better?” One of the things that just feels kind of… odd… is the whole “you don’t gain EXP when you’re at the cap for a class, and instead it turns into money” thing. What if, instead of it being turned into money, your character just “overleveled.” They would still gain EXP, and SP, but they wouldn’t be able to upgrade their spells or items to the next class until they passed the exam. This would work pretty well in my opinion, as it would keep the first few class-ups chugging along pretty quickly. It would also make grading threads a bit faster. Futhermore, the lowered money wouldn’t be an issue if we followed the suggested housing change. With this system, capped S-class mages would still have bonus EXP turned into jewels.