At first I read the caption as "Potion of Fornication." Which should be a real item, as far as I'm concerned.
What RPG does then, is enable you to get a series of small gains along the way: a better weapon that puts you ahead of the curve, and you can notice the difference, but as you progress it gradually falls behind the curve. Then you find some better armor, and you notice the difference in how it absorbs damage, and you feel you are ahead of the curve again. That pattern creates small fluctuations in difficulty and in how the game feels, which forces you to constantly adapt, and these upgrades provide a steady supply small 'feel good' rewards.
All that stuff that an RPG does sounds very annoying to me. I understand the appeal of RPG elements, but I doubt I'll ever change my mind on them. We simply have different gaming styles and I don't see us coming to an agreement on this. And it's kinda your game, so your preferences do win out here.
Now to offer some actual advice, I think some of your statistics are too vague. When a player reads a statistic they should know exactly what it does regardless of their experience with the game, but the way you have it now is just too confusing for newcomers.
What does Arcane refer to? Isn't all magic arcane, so does that resistance work on all spells? Does it refer to how the spell is performed? How do I know if an enemy's spell will be affected by my arcane resistance and how do I know when it won't be?
I was unsure about that too. But Nature damage is meant for poisons, and Earth damage is meant like elemental earth I wanted Elemental earth in the game because it is the element associated with strengthening buffs. I could change Nature to Poison, if you think that would that make more sense. But was also planning to include Lightning based attacks in Nature, and I wouldn't be able to do that if it were changed to PoisonNature is confusing when you also have the Earth resistance. Does Nature refer to a non-spell resistance? What's the difference between an Earth based spell and a Nature based spell? Vines of Doom -- Earth or Nature? Both?
They are separate because the system allows players to multiclass, and these two variables distinguish between clerics and mages. One skill doesn't improve the other. Players will learn what spells they can cast by trying them, as in Dungeon Master, and if it fails it will say "Not enough experience to cast this Clerical spell".Magical and Clerical Skill. Does Magical skill improve your clerical skills too? Does Magical just refer to attack spells and clerical healing spells? How is a player supposed to know if a spell uses the Magical skill or Clerical skill without checking the instructions?
What's the difference between a parry and a block? Aren't they both the same thing?
That kind of reminds me of Dungeon Master.
That kind of reminds me of Dungeon Master.
Maybe each hero could have their own actions and spells tab as part of their character cards. Are battles going to be real time or turn-based? That's a big factor in judging how well your battle system will work.
I think a good source to look at would be the early games in the Elder Scrolls series. It looked and felt like the battles happened like a FPS game, but behind the scenes the dice are being rolled. I.e, you have your weapon out and can swing it, and maybe one or two spells selected to be instantly accessible.
Here are some more pictures using different texture sets:
Some low resolution textures that I found somewhere
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