Skills and Abilities


I'm not where I want to be as far as equipment "affixes" are concerned, but I don't want you to worry about me getting stalemated here. Right now, I'm hung up on how "Skills," a la the active attacks or "menu spells" of the game are going to work.

Within the framework of Mork Borg, they really just don't. I could have tried to more fully integrate Omens into the ruleset, but honestly, they didn't feel like they belonged there to begin with.

My thoughts, now, are to employ a "Concentrate" "Combo" sort of system, where active Skills require the accumulation of "Combo Points," or something similar, which is a meter that each character manipulates both for themselves and for the group as a whole. What exactly that means is still up in the air. I do love the idea of trying to do something akin to Valkyrie Profile's "Purify Weird Soul" mechanic, as odd as that sounds, but I want to make sure Spellcasting, "unclean" or "sacred" still feels appropriate to what it is in-setting. Something "Weapon Skills" should be easier and more common, even than simple spells, but powerful spells should be able to turn the tides of dangerous encounters so long as they don't fail. That's the balance I want to tred. I think I can hit it without going vancian with i t, and I think, actually, I can do cool stuff like spell failure and arcane corruption while still hitting this balance.

We'll see.

Don't expect an update today; I'm still mulling all of this over.

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