Important Concepts:

* No levels
* No classes
* No numbers
* just skills
* attributes?  strength, dexterity, stamina, 

character starts out with nothing (no skills)

we should include a craft interface... for creating weapons, armor, etc.  hell yes.



Attributes:

Strength
Constitution
Dexterity (encompasses hand-eye coordination)
Agility
Discipline/Concentration
Acumen/Intuition/Intelligence
Wisdom/Sagacity
Charisma



Skills:

Hand to hand
1H Swords
1H Blunt
2H Swords
2H Blunt
Piercing
Using shields
Maneuvering in leather armor
Maneuvering in mail armor
Maneuvering in plate armor
Engaging multiple enemies
Evasion
Parrying Ability
Dual Wielding
Double Attack
Riposte
punch
kick
shield bash



Healing:

* can only get healed in town by an empath/healer
* can heal oneself with herbs/salves



Battle:

* Random battles.  Using this system, the battle menu might need to be a bit complex.

Attack
Defend
Change Equipment (when we list the weapons/armor, show skill level in those particular piece as well as stats of the item... damage, damage absorption/protection, weight, etc.)
Item
Flee

* Should we have a universal health attribute, or have damage done to body part locations
* We need to think of the combat process... what will be compared with what.  This will need to be added to the Creature Editor.
equipment that creatures have on will always be dropped
damage will also be ranked without numbers.



World Map:

Menu will need to have the ability to do things like forage, search, etc.



Parrying complex process factors:

* defender's weapon skill
* offender's weapon skill
* defender's parry ability skill
* defender's weapon weight
* offender's weapon weight
* size of offender's weapon
* size of defender's weapon
* defender's strength, dexterity, footing, discipline/focus
* offender's strength, dexterity, footing, discipline/focus