Jump to content

Tale

Moderators
  • Posts

    11296
  • Joined

  • Last visited

Everything posted by Tale

  1. Critical hit, you do more damage. Critical miss, you miss. Anything beyond that, I only want to see coming from special weapon properties (does ___ on crit), class features, or feats. Not as a general rule.
  2. What about 2D isometric, party based, with minimal voice acting? Is that appealing to the mass market?
  3. You're a liar! You must be. Clearing a backlog? How is such a thing even possible?
  4. Between same rules and unique feats. I think that if NPCs have it, especially if they're companions, it's probably something the PC should be able to have too. However, exceptions can make things interesting. I can see a companion with a "family sword" that can't be gained anywhere else in the game. But I'm wary to see them with unique feats, because I don't know how it's justified.
  5. Magocracies make sense for fantasy to such a degree that I'm surprised they're not more common except when depicted as evil. Theocracies should have some significant prevalence as well for the same reason. With magical power, these groups should be running around enlisting armies and enforcing their own laws.
  6. Having trouble beating encounters, using excess limited party resources like potions, and losing harder encounters is being "punished." You don't need to inflate it.
  7. I'm for limited ammunition. So long as ranged characters aren't overspecialized to the point of being completely useless when they run out. I think the latter is more of a problem in its own. Magical ammo I'm not against being unlimited, so long as it's not special effect ammo. I think being unlimited is a cool magical effect.
  8. Agreed but at least it's a little punishment. That's a lot better imo than using cooldown systems like Dragon Age where there wasn't any punishment at all! Dragon Age didn't have any punishment because Dragon Age didn't have any preparation. You can't punish people for something they are incapable of doing.
  9. If they can be faced with a deterrent and a need to change tactics without the need to walk back, would that be somehow worse? I agree with what you're saying about them needing to adjust tactics and needing a reason to see they need to adjust tactics. But, and maybe I was just making an assumption here, I was under the impression that would be happening anyway. The player would be having a hard time. They should be seeing that it's a hard time given how they're using so many abilities. They may even be about to hit a wall where they can no longer progress if they don't change their tactics.
  10. I don't see it as stupid, there were lots of moments, at least in the BG games, where randomness could dominate an encounter instead of the tactics. Nobody likes losing a group wizard to permadeath because the invisibility potion popping rogues decided to team up on him in the second round. And it doesn't seem a good thing to ask the player to jump back half an hour because of it. Or ask him to just deal. If they do try to eliminate swing, I expect lots of calls against "streamlining."
  11. You're not really adventuring unless you're narcoleptic. I'm dying to see where this all goes. I guess the big info will be how frequent they aim for the most powerful spells to be on average. Every fight? Every five fights? Once per dungeon? With a mechanism to make that more frequent if you're having a hard time? The entire thing is probably undecided. The troubling thing about IE games is the standard fight probably varied a lot between different people. Some having their mage cast constantly and resting after every fight. Others plucking away with slingshot looking for only tactical casts. Will Obsidian design for the range, a median, or something closer to one of the ends?
  12. By pausing per character. Whenever the character has their next action available.
  13. We would appreciate centralizing discussion on cooldowns here.
  14. I think one should always assume the player knows. The only real value to having rush options is for players who explicitly wants to characterize themselves as recklessly rushing through situations. That is valuable, yes, but trying to use it to punish or otherwise go GOTCHA at other players seems unwise. It won't trick them on subsequent playthroughs and there are too many resources (such as forums and walkthroughs) that prevent it on the first playthrough. And trying just seems like you're trying to be a jerk to the player. It violates a trust between player and DM. If the player trusts the DM enough to not spoil the outcome of quests, do you really want to ruin that by making it a notably bad outcome? These people should be cherished. I would very much enjoy occasional bad outcomes. The problem I guess then comes on the second playthrough where it feels more gamey. I like bad outcomes, too. But not on a scale of ideal outcomes vs bad outcomes. But where all outcomes are bad and you're just trying to find the one that's better for you/me. Alpha Protocol's bomb scenario.
  15. I think one should always assume the player knows. The only real value to having rush options is for players who explicitly wants to characterize themselves as recklessly rushing through situations. That is valuable, yes, but trying to use it to punish or otherwise go GOTCHA at other players seems unwise. It won't trick them on subsequent playthroughs and there are too many resources (such as forums and walkthroughs) that prevent it on the first playthrough. And trying just seems like you're trying to be a jerk to the player. It violates a trust between player and DM. If the player trusts the DM enough to not spoil the outcome of quests, do you really want to ruin that by making it a notably bad outcome? These people should be cherished.
  16. I haven't seen many posts like that. Having it on casual outfits, mage clothing, even some instances of leather armor, and especially characters who are streetwalkers, or just have some other motive for seeking attraction, those all make sense and I haven't seen much against it. I'm mainly seeing it against plate armor. Which is where the question of practicality is most relevant.
  17. I'm still stuck on combat logs being data driven. I want to see the attack rolls vs. the defense. I want to see the attack value with modifiers that results in damage. But you can't do all of these numbers this way. Or, you can, but I don't think it's a good idea. I fear it would produce a very uneven tone from the log.
  18. I'm pretty confident with Obsidian too... But it would be nice if we have more of a "delayed" consequence to prevent players save-scumming to get the best possible outcome on the first play-through. It'd be better for all events to have consequences, delayed or no. All should be valid, just for different reasons and to different people. First play-through be bleeped. All playthroughs should be roughly equivalent in this regard. Gotchas are cheap.
  19. I doubt you're the only one. But I imagine you must understand the system fairly well. Definitely better than I did back in the day. Spellcasters were some of the worst for me. Did I have the spells prepared that allowed the rest of my party to even do damage? Did I have enough dispels or breaches. I loved the battles when I played them, but they also felt swingy, too dependent upon those breech/warding whip/dispels to land and remove the right protections. I think at one point I just decided "screw it" and would use gate slightly off-screen. Then there were other fights were the dominant strategy was to summon as many monsters as possible and pick the enemy off from range while he was distracted. But that seems more a flaw of encounter design than preperation. So I think you make a fair point. Maybe I was just too unfamiliar and the battles didn't really telegraph themselves in advance well enough.
  20. I like preparation. I think if you prepare in good faith, but turn out wrong, that it's a setback, not a reload. That there's a chance to fix it. Introducing yourself to a situation with the intent of learning for a reload is too metagamey for my tastes. I've always hated it. It's trial and error all the same.
  21. My response to everything tends to be "new, new, new." I definitely don't want to see the old dolled up and repackaged. But I'm not expecting that. I similarly don't want to see something recent dolled up and repacked. That's not new, either. It's just younger. But I would lean more favorably to a system like older systems than one like recent systems. That said, I preferred the tactical of party based isometrics just in general. Modern games tend to be less tactical and focus on one character. Even when party based, you only control one character at a time. I don't really want that. Beyond that, I'm not really a good judge.
  22. More games had level scaling than some people seem to realize. And many well implemented systems people don't even notice in order to judge if it contributed or not. That's the curse of subtlety.
×
×
  • Create New...