1) Yes my original Idea was for a kit item, but he wanted a Class Kit, and since he'd be making it I didn't object. I prefer the Kit Item idea.
2) Just thinking about some items to actually make. Are these the basic categories?
Familiars - Golems, chain creatures etc
Alchemy - Potions
Mage - Scrolls
Basic Items - Plate mail etc.
Magic Item - Basic Enchanted items eg. Ring of Protection +1, Longsword +2
Artifact - Using more components as a base similar to the dwarf and imp, you create more powerful (and unique?Add some items into the game?) items.
Thief - Lock picks . . . . ?
(by classes in 2) i don't mean restricted to that class, just as an idea of the types)
3) If you think about it, UAI would help balance the Class better as when you get a high level thief (with BS) and a few powerful magic items it essentially turns him into a better tank than most fighters
4) Lastly I think that the charname-only idea isn't as good as you'd think. The reason Jan is the only one who can use his . . . bow (?) is it's so incredibly complex. This would only apply to items of similar complexity (such as? There needs to be a reason here) and would limit any crafter-kit-user's contribution to the party.
Thats it besides, I Can't wait until this is out
Edited by Slyde, 13 January 2009 - 06:38 PM.
RUSTMONSTERS FTWMODS IN PROGRESSThe Red Knight - A Quest and
NPC mod, with emphasis on the first.
Sshamath - An Item Merchant mod using all the Ideas un-usable by the mod above.
MODS IN PLANNINGA Wizards Tomb - Our excuse to explore the games limitations . . . oh, and a quest!