Well, I don't plan to make the systems particularly complicated. Some things may have prerequisites here and there, but for the most part the complicated bit is it getting the skills. If you've ever seen/heard of/played Mabinogi, I plan to make the skill system here implemented similarly to the one there... To some extent. Instead of having things locked by class or level, you've got everything on the plate from the get-go. Just gotta figure out how to progress. On that note, I'm not expecting everyone to jump into this with characters that are... Well, clean. So there's probably going to be characters that have time invested in them prior and, as a result, have some skills and strengths above those less dedicated. Nobody maxing everything, though. Maybe some endgame characters, but there's going to be some sorta limit on that. Inventory's the following 3 things: 1) Hammerspace money bag. Par for the course. 2) Key item hammerspace. Also standard issue. 3) Weighted normal inventory. Basically hammerspace bag with a weight limit. Equipped items don't count towards this total (for obvious reasons). Combat... Well, I'll use Log Horizon logic. You've got full range of mobility and actions, so yeah. Skills that might've been hotkey based in the past can now be cast otherwise but can still be used via menu. Clunkier that way, though; I'll elaborate more if necessary. World... Well, I can draft that up tomorrow. No classes, as stated prior. Races are [i]generally[/i] all fair game, but you'll have to run them by me, first. Equipment... Well, uh, drops I'll generate, players have whatever they had on their char before. Stats, enchants, and stuff have to be run by me in that case (since, you know, it's in the form). Heavier stuff affects movement accordingly. No actual changing, just swap and change with the click of a button. Pets... Some paid, some earned, some just pure luck. They've got their own inventories and their own summon times, so keep that in mind. Experienced 2 max, below that 1, newbies 0. Got the usual group endeavors: raids, dungeons, field bosses... And so on. The RP will add some more elements pertaining to infrastructure and economics IF WANTED. It'll be there in the background, for sure, but it'll be up to the players if they want to engage in Shiroe shenanigans. Anything I missed? Anything unclear?