As I reread this thread (and watched the clock, it''s almost time for CS I), I noticed a few things and have a few suggestions
I agree puzzles should be multi-player oriented.
But side quests, well depending on the scenario of course, should be based on the race. An example being you have to get free the village elder from the 3rd basement and get him out without being caught. Obviously that''s a group effort. But a side quest would be, IMO, something along the lines of: going to a Berman village and having the player''s old history teacher tell him of an ancient rune that allows the player''s (or other Bermans in his group) wings to fly not only glide. Get what I saying?
Also I think human should be the race that invents. So for instance, let''s say your Golurut has your run-of-the-mill Valun Death Sword. Well if the Golurut is with a human then he could get an "upgrade". As the human goes from village to village, he picks up different ideas/trade secrets. Afterwards the human is able to fashion the Death Sword into a Death Ginsu. Obviously that changes the stats of the Golurut and weapon. The "upgrade" will be unique and not your usual Death Sword + 1 type of thing.
(Basically you can only get the upgrade if you have a human and if you''ve been to specific places)
Someone mentioned leveling up by having your teammates injure you then having a mage/spellcaster heal the group. Well how about allowing the players to do that. ...but when they do level up their stats will decrease. I think that will persuade players not to do that.
Also level interaction has never been mentioned (I don''t think).
Hard to explain so here''s a scenario (bare with me
).
Your party is in a village and you are attacking a swamp creature. As opposed to everyone sitting around and attacking, people could do different things. Such as: one player could move a cart in the path of the monster. This would allow the archer (if there is one) to safely (or somewhat safely) to shoot his arrows. Also another player could climb up on top of a hut/pole/building and throw a net on the swamp monster to decrease his mobility. And the other players can hack away
I hope I was clear in what I was trying to get at.
Also this was touched on somewhat but I''ll mention it again.
It was said that the more a person hacks at a monster then the better he/she gets at hacking. But shouldn''t that be dependent on accuracy? If it''s takes a human 10 swings to a hit an enemy 2 twice, then he shouldn''t get better at swinging until he can get 8 hits out of 10 swings. Correct?
Does the skill value of the weapon also affect the strength and different "skills" (as in special attacks) you have with that weapon?
(Hopefully I''ll be able to expand on this stuff later... bye bye)