Yeah, a player can't have access to everything. Not only is that unbalancing, but it's not as fun. On Thu, Jun 11, 2009 at 5:41 PM, eric drewes<figarus@xxxxxxxxx> wrote: > yeah i dont remember kingdom hearts system but i see it the same way, it > forces the player to either specialize or be a jack of all trades/master of > none... if everyone can have everything then skills and class types become > irrellevent > > On Thu, Jun 11, 2009 at 8:38 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote: >> >> I like the idea of a system where you have to choose your best ones, >> so this is good. This was actually pretty fun in Kingdom Hearts, you >> had to choose your abilities based on what you wanted and how you >> played, and you never had enough points for everything no matter how >> much you leveled up. >> >> On Thu, Jun 11, 2009 at 5:33 PM, eric drewes<figarus@xxxxxxxxx> wrote: >> > thank nick for the inspiration of this one... after much discussion and >> > thought i think instead of going with infinite facets we will go with a >> > 6 >> > interchangeable facet system where you can swap them in and out in towns >> > or >> > super nodes, so basically the hero can change out and add on up to 6 >> > facets >> > they have discovered throughout the game. NPC's will have 4 facet >> > slots, >> > some of which may be "locked in" as they are part of the character. In >> > addition to the limited facet system, we will have facet sets which are >> > basically facets that work together and give bonuses if they are equiped >> > together. 3 grouped facets will create a minor set and 4 will create a >> > complete set, each unlocking abilities, stat bonuses or skill sets. an >> > example of this would be rorac's bear set where having 3 of the set >> > would >> > unlock the ability to climb special walls without special items, 4 would >> > unlock the "bear" skillset which has access to numerous bear related >> > nested >> > skills. >> > what do you guys think? >> > >> > >> > >