DraQ
Arcane
Ability to kill any NPC is something you just have to deal with somehow if you have non-menu towns. It's non-optional.Ability to kill any NPC is not "fixed cost", because it potentially breaks the plot everywhere, and you'll end up trying to fix that by hand by popping new NPCs or alternative paths and then it all goes out of hand, unless you make key NPCs immortal - but then, you again break game logic and player's immersion.
You might put in extra work ensuring game is finishable.
You might put in extra work ensuring that the game is finishable provided player's murder spree is of "reasonable" size.
You might put in some extra work ensuring that if the game dead ends, it dead ends hard, fast, loudly and inevitably.
You might put in Morrowind style "you've done fucked up" pop-ups and let player play in the unsolvable state if they wish so.
Or you might make NPCs unkillable/unassailable but that's almost universally shit (cue Paul Denton's deadly rampage of hilarity) - just go Morrowind instead if you can't be arsed.
Uh, better than the other way around, I guess?You're the residential simulationist, and prefer your NPCs mashing anvil with hammer JRPG style?
That would be weird.
And it has property flags, theft detection, no clear distinction between static and portable object, and objects with HP bar. So it's 90% there.DOS already had houses, taverns, and property. Larian went extremely far with placing every wardrobe and every silver spoon and every chair. And then they mostly abandoned the whole thing, leaving it as another area to loot.
Morrowind had time-scaling to alleviate downscaling problems.I assume you played Morrowind in 40 minute sessions and then did 20 minute breaks like your doctor told you?
Normal Earth day is 24h long. I assume it isn't much different in Faerun.