I am also pretty much against the reagents idea. You know i loved that aspect in Ultima back then, but that was different times.
I think there are a lot of possibilities for a resource system:
-> mana (regens out of combat, start full, depletes when spells are used)
-> rage (deplets out of combat, start empty, increases with damage taken and damage done, deplets when spells are used)
-> energy (start out full, deplets when spells are used, regens in combat, can only use one or two skills than have to wait )
-> combo points (alwayss zero wehen out of combat, certain actions award combo points, can be spent for certain spells)
-> steam (bar starts out empty, skill use fills bar, bar decays slowly, when bar is full overheat)
-> focus (bar starts out empty, some skill use fills bar, some deplete it)
-> runes (you have different colored runes (e.g. red, blue, green) instead of a bar, skills require color combinations (e.g. firesword need red rune to cast), when a rune is used after a certain amount of turns the rune refreshes)
-> etc.
At the moment all that DOS has are Action points which shouldn't be confused with a resource system. Action Points are part of the combat systems "turn", not the character spell&skill system. Although you can gain more action points they are not bound to a certain spell or skill.
The problem with an half classless system that DOS has at the moment is that it probably would need multiple resource bars on a character portrait when a character has skills of that domain.
For example a character who both has spells and ranger skills would have two bars: energy and mana.
Last edited by Janju; 28/12/13 12:58 PM.