The thing I found lacking in RQ was specialised characters - eg. thieves only tended to remain specialised in that role until everyone else's skill levels caught up with theirs in devise and so on. To summarise, I found that the characters tended to homogenise as tough warriors regardless of their start. I found that other potential roles seemed limited and the system provided no incentives to specialise. Cult membership goes a long way towards making up for this but I think the game system should contribute too. Most of my mods to RQ were made with this in mind.
James Wadsley.
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