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A lot of this I simply decided to ignore. I mean, look at the screenshots, doesn't it scream "I'm a simple game" to you? Things like "development paths" will not exist, you just have professions and they gain powers based on this. There won't be any skill points or attribute point to redistribute. Attributes are gained only via dungeon exploration (and it would be pretty strightforward, you would want to give strength to warriors and intellect to mages). Skills are plain bought or acquired in some dungeons.
Attack formula is trivial at the moment HP=HP-damage damage=level*something*professionstype+strength*something. I will need to add evade and hit soon I guess
Magic is more complex, it depends on spell type and there are resistances to take into account.
Some of your elements (which is really what they are when you talk about resistances) are of a bit peculiar hierarchy. Most systems consider all elements just elements that can be used by both magical (like a fireball or acid arrow spell) and physical attacks (hitting with flaming torch or a weapon dripping with acid). But you have "magic" as an element you can have resistance for. "Chaos", "Mind" and "Fear" all have pretty same impression on them to me but maybe you have a solid idea on how you make them clearly distinguished from each other.
Almost all 90s era RPG had magic and fire resists at the same time, there is no problem here (and yes, you are right, it's not as elegant as elements systems from jRPGs, it's just that I'm fed up with that system, personally I liked the old classic res system better).
As for Chaos/Mind/Fear, I don't know, I always use this combo in my games and it works... But I guess it's not that strightforward.
So, how do you want the gains from leveling up to compare to increasing Con, Int, and Str?
Well, not sure. Probably worth equally? Or level worth twice more than attributes?
Also, how will the dungeons and crystals thing work out? I can think of two main alternatives:
- At the end of each dungeon are several crystals for different attributes. The player can only choose one.
- Each dungeon is oriented toward particular professions. Hidden within are crystals, which are most helpful only to those professions.
Probably 2)
There will be specific attribute crystals (like red gives strength), upon touching you decide which party member gets the boost.
(I'm still thinking if to use that system)
Which professions do you intend to include, and what kinds of (dis)advantages would they have?
All standard ones plus "barbarian princess" profession As for advantages/disadvantage it's so standard there is no point exaplaining Barbarians/knights/paladins will be good at combat (where barbarians have more raw HP while knights better damage), clerics/paladins/druids at healing, wizards/clerics at magic.
The only real twist is that you should have at least one virgin female in your party in order to meet/use unicorns (only because of the game's title, I don;t plan to make a big deal out of it).
Oh yes, there would be minor rules regarding saving checks, for example knight will have 3 Fear resist checks and the best one will be used.
Will accuracy affect the chance of hitting with any weapon, or is it just for ranged characters?
Both. Actually, I'm not sure if I will/should include ranged weapons...