ObjectivistActivist wrote:
I'm curious about the hard no to multiclassing (either through a remort system like maxman suggested or through the tradeoff system that I think is a more balanced approach that hits the "personalization" elements that would make it attractive and interesting). Too much of a pain in the rear to code, or do you believe it to be game breaking?
Maxman is right in saying it is too much work. But the other factor is that I played both multi-class and single-class MUDs before creating SK and I simply believe that a single-class system makes for a better game. It's another founding principal of SK.
ObjectivistActivist wrote:
No comment on the appropriateness of the game world's alignment issues when they contrast with the penalty-enforced PC alignment requirements?
Not really, since it will only lead to a mostly off-topic argument.
ObjectivistActivist wrote:
I don't necessarily agree with the wording you chose when putting a heading on my balancing suggestions.
I lumped several suggestions into that general category, not just your post.
ObjectivistActivist wrote:
Touching on attractive aspects of that other game again
I'm probably just blanking, but I actually have no idea which "other" game you are talking about. Feel free to PM me the name.
ObjectivstActivist wrote:
Trade skills have been something that's made this player base slaver at the mouth for for as long as I've been playing. I think it definitely deserves to be upgraded beyond "SURE."
SURE means that I already basically agree with the idea and it's just a matter of time. Since I only used a single YES (and have retroactively made a change to the list that watered that line down), it's
almost as strong an endorsement as you can get.