This is actually very informative, thank you.
I really liked the system for creating weapons.
Hi, I have a question about custom assets.
I am planning to have some lore related stuff be translated or take form of an asset, such as connection to people, influence, places or specific items.
Do we still have to spend 3 exp to get them or do the character obtain them when they do obtain them?
I'm bad at judging if something is too OP or not so another opinion would be a really big help for me.
A spell list to choose from would be great, it can be used as a guide for players and facilitators on what spells a character can learn.
I do not know if it would be a great idea but I think classes should have a bit more of a spotlight. Classes helps players define their characters' role in the party. Each class might have 2 or 3 skills (exclusive to this class) that they can choose 1 from.
Class Skills work a bit differently as they might require a set amount of gold to be spent at a specific location for it to improve.
Something like this:
Knight
Choose one;
Guarded - +1 to maximum armor point, have 1 armor point when not wearing armor (+1 per skill improvement)
Cover - once per battle, choose to take the damage to be dealt to an ally (+1 more use per ability improvement)
Character can improve or change skills at forts or bastions. Changing skills will reset all improvements.
Improvement Cost: 100g × (next ability level + 1)
This might lock player characters to a certain playstyle but their presence in the party would be clear.
But just because a class system exist shouldn't restrict player choices.
Running this Realm as my first Realm and I have a question about the "Whenever you travel to this point…" rule, do I have to do the check everytime I travel to that point.
If yes, when I fail the Action Check, do I have to fight the enemies again? Or I can keep going to other actions if I already marked the Fight action?