===== Other Plans ===== Combat Gambits: So it's not fair to let your character just take punches to the face if they have to fight when you're not around to give them your brilliant advice, right? That's okay. With Combat Gambits, you can program what the system's AI will use for determining your character's combat behavior. This may come into play during 'timed turn' cases -- if you don't declare an action, your character follows their AI instructions; it may come into play during 'speed fights' where your character automatically takes actions, such as arena fights; and it definitely comes into play if your character is somehow attacked while you aren't around, for whatever reason. Class and Skill: Your character can develop in classes and learn skills in any order they like -- they choose a current Class to develop, which will be where most earned experience will go towards advancing, and Skills will develop as they are used. Want to be good at everything? Keep working at it! Persistent Monsters: Overworld monsters that win a fight, escape, or that are fled from occasionally become visible on the map and move around, looting and fighting. These NPC combatants gain levels, and in some cases, may go sell their loot or engage in other AI-dependent behaviors (a beast might establish a lair, a thief might fence stolen goods, a wanderer might just wander...) Monsters with Class, Monsters with Skill: Not all monsters are classless; one way to up the challenge of monsters will be to give them skills and classes that make them fight better in combat.