If I can get the server hosted that I compiled last night, I am planning to make this a central tenant of item progression on the server I'm designing.
I've never played DnD, but I think some of the concepts have spilled into other games I've played.
Would be people enjoy a crafting gear system where for levels ranged:
00-10: everyone is essentially a warrior
10-25: you craft archetype gear
25: you pick an advanced archetype
65: secondary/sub spec
end-game: you continue to refine and narrow the focus of your class
by changing gear, you can re-spec.
For example, have you ever wanted to be a Drakkin Beastmaster? or an Ogre tank-mage (assuming the robe graphic works on them....)? Or a palidan with real heals? Or a rogue with high dps with ranged attacks (yet top melee DPS in backstab position)?
(I don't have all of the ideas fleshed out, but I'm thinking that I'd like to tweak the crafting system to allow for greater personalization and specialization of classes. One's starting class will determine the AAs available, but since not all AAs seem to work anyway, gear would override everything but the passives...or perhaps at Level cap the player's base class would emerge to offer unique limitations and advancements on a player...)
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