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Combat and Restoration
#28
I'm definitely not interested in the WAR/WOW style "heal the tank while he tanks the boss" type encounters.

IF we did huge bosses, I'd rather see it more like what Diggles says. When a dragon shows up, the best bet is to run away from it. Although I can conceive of a game where magic armor, magic weapons, etc, allows someone to tank a giant fire breathing lizard, I don't think you can have that mechanic without ruining PvP (and I definitely don't want to do something completely artificial like WOW/WAR, where you get some armor effect that only applies in PvE).


So if a dragon shows up, you run for it and maybe later you try and sneak up on it with a bunch of ballistas and catapults.


I can see some room for "monsters" like this -- basically dangerous creatures, big (balrogs) or small (goblins), who are too smart to act as animals but too stupid or vicious to act as a real faction. For example, you could have Nethack style randomly generated dungeons full of monsters and rich in resources which a guild/faction may want to build on top of, both to stop the monsters from getting out and to do some exploratory raiding of the dungeon. If they ever compeltely wipe the dungeon, maybe there's a periodic "cave in" or something that unleashes a new wave of monsters. We could basically imply that the planet's crust is fairly teeming with evil, tunneling beasties.

It wouldn't be a focus of the game, but more like an entertaining side game, like Nethack/Mines of Moria/etc. Although the random treasure may not be anything you can't make yourself, the variety might be interesting and may give you access to neat items that you would otherwise have a hard time creating. (e.g., a magic reflective shield made out of pure silver, and your faction doesn't have a silver mine within 200 miles.)
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