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2: But you are the Divine One! Perhaps as an option (rather than a requirement). By putting skill points into skills that let you lead a small army of average people or into skills making you a super-warrior, this could balance well.
Hmm... As long as the AI is good enough (which means that they shouldn't act like Ian from Fallout) it wouldn't be a problem for me. But now you mention the skill-thing; maybe a system like Arcanum would be good? There the amount of party members you could have was limited by the CHA(risma) you had. That was one of the beauties of the game for me: you could perfectly play through the game without being good at any fighting at all... that's a true role-playing spirit <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> But then again, hack 'n slash and party members don't go too well together... so I don't know if it would be a good idea. For the next project I'd throw the hack 'n slash part away anyway <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

As for the skill system: what I'd like to see again is the original skill system for Divinity, with some extended features. Throw away the level-thing. Where you just gain experience and can choose which skill you want to invest it in. Every level of a skill needs a certain amount of experience. I liked that <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />


From far, from eve and morning and yon twelve-winded sky, the stuff of life to knit me blew hither: here am I. Now -for a breath I tarry nor yet disperse apart- take my hand quick and tell me, what have you in your heart.