The simpler the better, i think. For all the obvious reasons. Easier to understand and potentially implement.

I dont think there would be any big problems in explaining the chest-bashing stuff to the players. Either in separate tutorial if there will be one, or through first few encounters with containers, through character dialogue and expanded descriptions of attributes in the character sheet.

But mostly because it would simply make sense to most people. If you burn a chest would you be surprised some items inside got destroyed?
- I think some items do get destroyed in the OS when you open chests by bashing or magic?
I would just add a few general "broken", "damaged" or "destroyed" icons to represent that better visually. It can be as simple as a red X across an item icon, or something similarly simple and clear for damaged stuff.


...
The additional benefits of intelligence were meant to be small and gradual, so it doesnt create too big of an advantage. It could lower AP penalties, one by one point, or allow you to learn one level higher magic when you reach a certain amount. Then two levels higher magic when you reach some specific higher amount. Mages do use items. Spell books, wands, armor, etc.

And this mechanic would also give something reasonably valuable to hybrid builds.
You could have an intelligent warrior, and get something palpable out of it. For example.
But it should never be done in a way where it becomes too big of a benefit. Instead it should give small gradual benefits, and a few slightly bigger ones at specific thresholds.

Maybe a few other attributes could also get some small additional benefits to become more attractive to mages.
Constitution is usually a dump stat for all builds, something could be added there.
- small increase in magic or physical armor, maybe?
- some additional talents higher Con would open that would be mage specific?
And certainly some dexterity is useful for a mage.


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- hmm, also, maybe making higher strength damage items inside containers even more is unnecessary penalty (and unnecessary work for devs) in this specific kind of a game. So, you would destroy or partly damage some items by bashing but higher strength would only make you able to bash higher level chests, or doors - faster.

- Additionally, i of course agree with everyone that think repair items and such should not be destroyed in the process of using those skills. Same for lockpicks.
But that can be changed into - lower skills destroys some of those items, - higher skills preserves those items.

- Crafting and repair... i think it would be nice if repairing damaged items would demand you have some basic materials for it too, so repairing armor or weapons would require some scrap metal or similar, repairing magic items would require... gems, pixie dust, or similar.

Last edited by Hiver; 24/12/16 12:18 PM.