[quote=@Genbor] Any chance we could know more about the game's mechanics and lore to help with planning out our characters? Also, what level was the max, in what level range can we start off, do levels have a huge impact on combat effectiveness? Or is it more of a guideline with some minor perks unlocked that give an edge over lower levels, but ultimately player skill decides the outcome? This kind of stuff. [/quote] Starting from the top: Game mechanics, I will not be working on heavily, for the obvious reason of they won't matter much once our characters are actually in the game, as everything will be different than it was in the actual game. As for lore, I like to leave that up to players, while yes I make my own, but it's limiting to players if the GM dictates all the lore. So, if there's anything more specific lore wise you'd like to know, feel free to ask. One thing I can tell you about the game, is that alongside the in game events they have occasionally, the developers also host worldwide irl events, that can range from cosplay, art contests, to even random stuff like races in preset locations. The winners of these irl events get unique items, skills, or rarely races, that no other player can get. [s]There's only four of these races, but essentially it's something I have in place in case someone wants a race other than those I have given.[/s] Levels, do not exist. Otherwise I would have had it in the character sheet. Skills are obtained by going to a class trainer, or a skill trainer(they give skills unrelated to classes, like lock-picking and cooking), and each skill costs a certain amount of currency. There's over a hundred skills for each class, and as with the lore, I'm leaving this up to you guys, so long as you stick to what I have said in the class post. A barbarian won't be casting magic, a witch isn't going to be buffing defense, etc. As long as you obey the class presets, the limit is your imagination. The skill system, paying for skills with currency, was implemented as a risk-reward feature, you could just slowly save up working at a job, or farming minor creatures, but if you tackled bosses and such, you get a larger reward, and will have more skills as a result. But, you also have to balance buying skills with buying items such as health potions/food items(because hunger is a thing in the game). So, with that, levels will not effect combat in the slightest, as they don't exist. Skills however, will. Of course, you could get away with having just the most basic skill for your weapon of choice, but then you won't be tackling bosses. So, it's always a good idea to have a good variety of skills. [quote=@Slav] [@Genbor] I am not a GM , but I am pretty sure levels wont matter very much .Its based on Log Horizon , most of its characters were max level ,so it probably would be the same here .Maybe if you want a low level character... P.S And yes it would be nice to know about skills [/quote] It's not [i]based[/i] on Log Horizon, it's inspired by it. ^.^ [quote=@Genbor] I am contemplating on having a character who has not reached max yet, somewhat higher than the mid tier, but if he'd be incredibly disadvantaged by it to the point that he'd be cut off from the "main party" activities -- if indeed there is such a thing -- due to his lower level then I might reconsider. [/quote] Well, there isn't really a 'max', but there are advanced players who have mastered a lot of their skills, and if it wasn't obvious in the first post, this will be focusing on advanced players, so I prefer we not have anyone less. Now, this isn't saying you [i]can't[/i], just that I prefer you don't. [quote=@Slav] [@Genbor] I like the third option ,it would be fun to play a DnD campaign with an achievement based progression ) I have a suspicion that our game will be more about plot and RP than grinding for levels. Our class will probably determine our characters' abilities ( who can sneak, cast magic , shoot etc) But again I am not a GM ;) For all we know our campaign might be an endless dungeon crawl XD [/quote] From the top: -That would be a pain in the ass for me, because I would have to actually think of achievements and whatnot, or our characters would not be able to grow throughout the roleplay. Though, I'm sure it would be interesting, we're gonna stick to what I've said. -Our rp will indeed be more about the plot than grinding for levels, as that's no fun, I've seen plenty of SAO roleplays, that died off simply because the GM had everyone start low level and have to actually level. -Probably? That's pretty much a given, otherwise Classes wouldn't be a thing in the first place. -This will in fact, not be an endless dungeon crawl...as entertaining as that would be. XD