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Everything posted by Tale
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Should encounters have aggro mechanics?
Tale replied to ledroc's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Not really. I would like to see attitudes and behaviors. Something with more variety. Maybe Barbarians hate mages and all beeline for mages. Maybe another type of enemy likes to prioritize party members in heavy armor. And maybe some base it off how much damage is being done to them. This kind of information could be revealed in a beastiary. -
Paladins and Bards
Tale replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
They should react to what you do, not what your class label is. The common person shouldn't even know what that means. They shouldn't have some instinctive knowledge of the difference between a preacher, a warrior priest, and a Paladin. They should know "he's going on and on about his god while being a jerk to me and waving a bloody sword in my face." Ciphers are quite distinct from Wizards. They're more control based and mental. They're magical sure, but they seem to be mostly about controlling enemies, which is a mechanical distinction. It's not an attitude distinction. Barbarians is a fair point, however. They do seem like a pretty narrow warrior archetype. However, there's been good work in making them mechanically distinct elsewhere with the implementation of barbarian rage. A class defining feature in D&D. Paladins get Lay On Hands as major feature distinguishing them from Clerics. Which I struggle to see as class defining. Wait, hold on a second, I seem to have caught myself here. Paladin auras! YES. Those are pretty interesting and unique mechanics for Paladins. -
Paladins and Bards
Tale replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Paladin has always seemed, to me, to be just a sub-group of Priests/Clerics. They're like a corner archetype of this broader archetype. The distinction between the two is mostly attitude. Which seems like something the player should be responsible for to begin with. D&D 4E tried to make them distinct by making them the tank class to the Cleric's healer class. But if they're keeping them broad enough that the Priest can tank or heal, I'm not sure a specialist is accomplishing anything. That doesn't sound like something you should need a specific class for. Otherwise I might need to start campaigning for Warlocks, because the default Wizard archetype isn't abrasive enough. Bard has enough unique going for him that I can't dismiss him similarly. He would kind of round out the selection. Two martial experts, two magical specialists, two religious types. But only one underworld/town based archetype. -
How to shape our "soul" in game?
Tale replied to Radres's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It really does sound like an attempt to reinvent alignment, when alignment's not all that great an idea to begin with. It's not just the implementation of alignment that's a problem, it's this systematic labeling and judgement of player characters that is. -
I voted yes, but only on higher difficulties. That's not precisely my interest. My interest is long-term being only about a single outing. Something that afflicts a character until they return to town, where it can then be fully healed. It would also have to be pretty minor in the short term to tempt the player to push on through it. Like a single point of reduced max HP. And that could perhaps build up to worse affliction through a trek. I'm not all in on the idea. But it sounds neat.
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Paladins and Bards
Tale replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Allow me, I'd like some less common classes included. Whether it be something like a Geomancer or Shadowdancer. -
My favorite class in D&D is still the Wild Mage. Well, 2E Wild Mage. 4E Wild Mage bored me.
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stick to your guns, devs
Tale replied to Benison's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Alright yes, the thread is derailed. Pat yourselves on the back, everyone who participated. -
[Merged] Cooldowns 2.0
Tale replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Obsidian will make the best decision with our opinions. I think cooldowns have pros and cons. I just don't know enough system detail to know precisely what those are. I don't love or hate them, they are a means to an end. If Sawyer thinks it can do what he wants, yay. If others disagree and make a compelling argument, I hope Sawyer takes heed and weighs that. Just kind of chiming in on the poll from the topic you may have noticed just got merged with this one. -
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.
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Overreaction theater!
Tale replied to Madzookeeper's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
What about 2D isometric, party based, with minimal voice acting? Is that appealing to the mass market? -
You're a liar! You must be. Clearing a backlog? How is such a thing even possible?
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Do you want well balanced companions?
Tale replied to Jarmo's topic in Pillars of Eternity: Stories (Spoiler Warning!)
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.- 47 replies
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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.
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[Merged] Cooldowns 2.0
Tale replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
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. -
Bows: Limited ammo?
Tale replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
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. -
[Merged] Cooldown Thread
Tale replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
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.- 661 replies
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[Merged] Cooldown Thread
Tale replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
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.- 661 replies
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[Merged] Cooldown Thread
Tale replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
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."- 661 replies
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[Merged] Cooldown Thread
Tale replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
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?- 661 replies
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[Merged] Cooldown Thread
Tale replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
By pausing per character. Whenever the character has their next action available.- 661 replies
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Why did you betray us Obsidian ?
Tale replied to andreisiadi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
We would appreciate centralizing discussion on cooldowns here. -
Delayed Consequences & Ripple Effects
Tale replied to agewisdom's topic in Pillars of Eternity: Stories (Spoiler Warning!)
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.- 57 replies
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