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Pathfinder CRPG with Avellone and without Obsidian announced


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#41
Amentep

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Like Gromnir I wonder what the 10+ classes mean.

 

Also curious if stretch goals could bring in non-core classes (would love to play an alchemist) or non-core races.



#42
Ethics Gradient

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I'm intrigued but holding off on backing for now. Partly because they're an unknown developer and I've been burned by KS one too many times, but also because the game is getting made regardless of the success / failure of this campaign, which makes it feel more like a marketing tool than anything else. I like what I'm seeing so far though.

Owlcat may be a new name on the scene, but they're really just a subset of the mail.ru/my.com media empire.  I can't see how they would lack the resources to eventually deliver an okay game.

 

I agree with you on the rest though.  It is a little off-putting to see Kickstarter occasionally used as a reverse-advertising platform where the company in question gets paid to spread some hype.  I like what I see too, but it would be nice to get a better feel for why I should kickstart a game that is being released whether or not the community supports it.

 

Also holding MacOS/Linux as potential stretch goals (or post-release development) makes me a little less likely to gamble on a game that may or may not be supported on my system of choice.


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#43
Gfted1

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Holey moley that caster is like a machinegun.

Ive never played the Pathfinder ruleset but I hope it offers free unlimited resting. :yes: Or do abilities use mana / something else?
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#44
Mamoulian War

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It's close to DnD 3.5 (NWN2) but imo the unlimited resting would break all caster classes and make them OP (if the game stays close to PnP rules).
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#45
Raithe

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Holey moley that caster is like a machinegun.

Ive never played the Pathfinder ruleset but I hope it offers free unlimited resting. :yes: Or do abilities use mana / something else?

 

If they actually use the Pathfinder ruleset, it's more like a modified DnD3.5.

 

Dang. Sniped.


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#46
Labadal

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Second update.

https://www.kickstar...=profile_backed

 

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Edited by Labadal, 08 June 2017 - 03:29 PM.


#47
Labadal

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Posted by Owlcat Games (Creator)

Dear Pathfinders,

Once again, we would like to thank all of you so much for your support!

We received a ton of questions about game mechanics from you and this update's purpose is to answer at least some of them. In our first mechanics-based update we're focusing on difficulty, build diversity and character development.

Your perfect hero

We wish to make it possible for you to create and develop characters fitting as many concepts and play styles as possible. We want you to be able to replicate the characters that you are currently playing in tabletop, roll characters you’ve always wanted to play or that you had already played before, but you didn't get a chance to really watch them grow because of untimely character death or because your gaming group had fallen apart. For this, we want to give you as many options as possible.

For example, if you had always wanted to play an Arcane Trickster*, a character who only shows her true power after her levels reach the double digits, you may have turned down this idea because most characters in tabletop (and, frankly, most campaigns) do not live that long. In Pathfinder: Kingmaker we give you a way to play this character. The Arcane Trickster is already in development, with more prestige classes already on the way. Or maybe you wanted to play a Cleric of Erastil that supports his companions from afar by summoning monsters and using his longbow (favored weapon of his deity). But when you played him in the adventure path, he died because of unlucky rolls and carelessness? We know exactly how that feels, but now your Cleric can live once more inside the CRPG!

c15295d524e80e19a0a212a50b79dcf6_origina In Erastil's name!

Character classes must not chain you to a certain concept, but provide you with new ideas, and that can only be made possible by large amounts of options for each of them. Our Barbarians will have a large allotment of Rage Powers, and will also have a choice between unchained and standard Rage. Rogues will have rogue talents - and will also be unchained! Wizards need to have as many spells as we can make, from both the core rulebook and other books, and there are already more than 15 spells to choose from for each of the three first spell levels, including Gravity Bow, Snowball and Enlarge Person on the first. And fighters will need all the combat feats there are, and, given enough time, advanced weapon and armor training. The list is constantly growing! We want these features to be as true to the Pathfinder RPG as possible.

Of course, some combat mechanics work differently in real time. Area of effect spells can seem unwieldy because you can miss your enemies, but it could be pointed out that they are still used far more often in CRPGs. One reason for that is the amount of preparation on the table for encounters with large amounts of monsters - too much time is required to place them all on the mat. Just working out the initiative and turns for dozens of monsters can take ages! Computer games don't have such problems - annihilate these monsters to your heart's content!

31d9a54fc2d2545ef4efaee5d0034596_origina When preparing a feast for a large party, apply fireball to a group of monsters and cook for 2.8 seconds.

There will be around 10 variants of animal companions, and the same goes for familiars. There will be more than 300 feats, including large feat chains. Some of you asked about deities - there will be at least the Big Twenty. There will be combat maneuvers. There will be blood… lines. Domains. Specialist arcane school powers. Alchemical discoveries and bardic masterpieces. Metamagic and combat styles. Lots and lots of spells. And, of course, prestige classes will also be there.

You set the challenge

Now, if reading about all of these features is making your head spin, because you may be hoping for a more casual experience, don't fret! If you just want to enjoy the game without worrying too much about mechanics, character planning and micro-management, you may always choose a lower difficulty setting. Our AI can help you control the characters in battle. There are pregenerated builds and recommendations for all the choices and options. You can choose exactly which elements you want help with and which of them you want to handle on your own.

Difficulty settings will include a story mode, for those who are less interested in combat and want to focus more on the plot and dialogue. In story mode only thematic abilities of enemies will be noticeable, trolls will still regenerate and spiders will still be venomous, but overall combat will be far easier, and enemy abilities will be easier to deal with. Damage and enemy defenses will be greatly reduced in story mode, and some complex mechanical systems, such as attacks of opportunity, will be switched off for enemies. There will also be a core rules difficulty, which will adhere to tabletop Pathfinder as closely as possible - with attacks of opportunity on your archer that shoots in melee, friendly fire from area of effect spells and occasional deadly critical hits on your party. There will be adapted rules – a simplified version of core rules, fit for fans of CRPGs more than core, where drinking a potion will not provoke an attack of opportunity from an opponent and critical hits of your enemies are not as deadly, reducing the randomness of fights. There will also be several different harder difficulties, where enemies will have their stats (and, consequently DCs for saves, AC, attacks and such) and health incresed by different amounts, for those of you who seek a greater challenge. Other difficulty settings include an easy mode, set between story and adapted rules. On top of that, many combat-related settings will be customizable. Don't like attacks of opportunity? No problem, just switch them off in the options. Most difficulty settings can also be changed in the middle of a fight.

You will also be able to choose from several AI behaviours for your party members, allowing them to use spells and abilities or spend resources on their own, should you so desire. As your characters level up, you will be able to select which among them will be following their pregenerated path and whose development you want to control by hand. For instance, you could level up your main character completely manually, but leave all your companions, or some of them, to develop according to their predestined builds. There will also be recommendations for many builds and play styles. Want a character to become a skilled archer? You can ask the game to point out recommended feats for archers in the level up interface. The game can even give you recommendations based on your previous choices! It's a little bit like shopping on the internet. "We see that you have taken Point-Blank Shot, you may also like: Precise Shot."

This concludes our first update on game mechanics. What do you think? Have you got feedback or questions for us? Why not drop by in the comments section and leave us a message? We're always happy to hear from you!

28f272767ef1fb7fc783b586935ab4e4_origina

 

Reward tiers update

Paizo Inc. were awesome enough to add the Inner Sea World Guide PDF to the Lore Explorer reward package. Due to Kickstarter limitations, we cannot change existing reward tiers. Instead, we will close the current Lore Explorer tier and re-create it, so it will contain the new PDF as a reward.

If your pledge has already made you eligible for the Lore Explorer reward tier, don't worry! Every Lore Explorer, current and future ones alike, will gain access to the Inner Sea World Guide.

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* All specific names are used only as reference to original Pathfinder Roleplaying Game ® entities and could be subject to change in the Pathfinder:Kingmaker CRPG.

Hail to the kings!

Owlcats.


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#48
LittleRose

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I haven't been really hyped about a game since 2011, but I am now. I've got a feeling that Kingmaker might be one of the games that end up in my list of all time favorite RPGs. It sounds like the kind of game that will not just be fun for a while, but will raise the bar for other games to come.

 

What does it take to get on this list?

-Either character skill before player skill or at least the feeling that the characters' levels actually make a difference, or it doesn't really feel right to me.

-Don't just let me fight army after army, don't overdo it with the amount of battles. That's tedious.

-Give me several solutions for quests, so I can actually roleplay.

-Interesting subquests, that show me more of the world I've just entered.

-As we're talking about worlds: Make it fascinating. Draw me in, make it feel alive and realistic in itself.

-Give me interesting NPCs I like to remember. They don't even need to be in my party, though I'd appreciate that in a party RPG.

 

If Kingmaker will match the criteria? I have  a feeling that it will, at least the information we've been given so far sounds like it could. Let's hope I'm right.


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#49
Labadal

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Three gameplay videos

http://www.ign.com/v...nd-troll-combat

http://www.ign.com/v...and-skill-check

http://www.ign.com/v...wizard-gameplay


Edited by Labadal, 09 June 2017 - 12:47 PM.

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#50
Raithe

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#51
IndiraLightfoot

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I mean, what's there not to love here:

-kingdom making

-rules that I already adore

-Still, to me, an entirely new setting. IIRC, I got a tip about Pathfinder (thx Kaine Parker) on these very forums just a few years ago, and now it becomes a CRPG. Sweet deal.

-And that scope. Core game 40h, plus side quests 80h, and then your kingdom, and all the replayability.

-This and PoE2 will keep me entertained for years. :)


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#52
ManifestedISO

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Would rather play Mattel Football on an iPhone 3G sliding bare bottom down a chute pocked with razor blades than this game.



#53
LittleRose

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Okay. And why would you prefer that?



#54
Raithe

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Well Kingmaker has been one of the best adventure path's Paizo have produced for Pathfinder, so I have to admit, I'm curious to see how well it gets translated into a crpg format. The fact that the design team are playing it over and over again means at least they'll have some awareness of it rather than purely coming at it from a nodding acquaintance.

Although as they pointed out, within the adventure path the practical aspects of the Kingdom tend to be more statistical rather than story, so having more elements of that become a choice & consequence thing has my gaming antenna waving in potential excitement.

 

Then again, I always had a fond spot in my heart for the old Birthright campaign setting that TSR produced back in the 90's.



#55
Doppelschwert

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I think the game would be great if they deliver on all of what they promise, but I somehow have my doubts about that. I'm cautiously optimistic - everything so far sounds very much like PR talk instead of actual facts, in particular because a lot of details are (understandably) missing.

#56
HoonDing

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Can you romance the barbarian chick?



#57
blotter

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Most of what I've seen on the promotional end of things seems fairly competent. The dialogue/narration presented in the intro and gnome seems fairly well written, though it markedly slips in the wizard gameplay video. I found this to be case especially where Amiri's dialogue is concerned; it might have something to do with the gruff informality of her speech not translating as smoothly, but the Facebook interview with Avellone (https://www.facebook...05297732990609/) made it sound like he might be involved in writing for her to some extent and I'd expect him to come up with something better than "coo-coo" or "wussin' out".
 
However they go about specific phrasing for dialogue, both Amiri and Octavia seem like pretty flat, one-note characters so far. Hopefully, that'll change with future updates.
 
Having frequently occurring alignment shifts tied to specific combinations (e.g., Lawful Neutral, Neutral Good, etc.) based on dialogue options would have seemed like a pretty questionable decision even if there weren't any examples of it. Based on the ones they've provided to demonstrate the way it works, it looks like it's every bit as arbitrary as I'd have feared it would be. This sort of thing isn't novel, of course, but treating particular options as being uniquely and exclusively representative of a particular alignment promises to make the whole thing even more annoying and nonsensical than other examples of this that only push for changes along a single alignment axis.
 
They've said that they're running multiple Pathfinder campaigns while developing the game, so maybe they should try vocally tracking how their character's miscellaneous responses prompt faint shifts in alignment. The way it was going in the videos, I wouldn't be surprised to see a "You're welcome" dialogue option result in a shift towards lawful good, and I'd hope that no one would think that's a good idea after having a DM report that to them in a live game.

Edited by blotter, 10 June 2017 - 02:21 PM.


#58
Vaeliorin

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I will admit, the alignment shifts bother me.  I fear it will end up like Mask of the Betrayer where trying to play any sort of good character almost always ends up with you being forced into Lawful Good alignment (because the "good" options to keep the Spirit Meter full give Lawful and Good alignment) making playing any sort of non-Lawful requirement character difficult and not very fun.

 

Granted, I can't recall if Pathfinder has alignment requirements for classes like 3.X did, since I haven't touched it since the Beta (I felt they were going the wrong direction, what with making casters more powerful and doing basically nothing for non-casters...no idea if that's still the case.)



#59
lobotomy42

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Chris worked on most of Black Isle’s internally developed projects, including Planescape: Torment, Fallout 2, and the Icewind Dale series. He then went on to work on Star Wars: Knights of the Old Republic II, Neverwinter Nights 2, and Fallout: New Vegas. His more recent work includes the Planescape: Torment: Enhanced Edition with Beamdog Studios, System Shock 1 Reboot with Nightdive Studios, and Arkane Studios’ Prey.

 

Boy, he is really bitter about whatever went down at Obsidian. He can't even bring himself to mention them by name.



#60
algroth

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I was mildly optimistic about this before, but looking at some of the above footage I can't help but get Lionheart flashbacks. It looks very stale and generic. Can't say I'd be surprised if it ends up receiving a high-60s/low-70s metascore.






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