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Everything posted by Nonek
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Rest, injuries and recuperation
Nonek replied to Nonek's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Always with the negative waves Metiman. http://www.youtube.com/watch?v=KuStsFW4EmQ -
Expendables - potions and scrolls
Nonek replied to IndiraLightfoot's topic in Pillars of Eternity: Stories (Spoiler Warning!)
No potions and no scrolls preferably. -
Environmental Interaction and Effects
Nonek replied to Crusty's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I remember having to buy furs and wrap up when you went north in the Serpent Isle, great idea. -
Did you mean my old thread Osvir: http://forums.obsidian.net/topic/60111-rest-injuries-and-recuperation/?do=findComment&comment=1188190
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Chin up old bean, he did say that nothing's finalised yet. Keep campaigning for a TOEE direction, personally I agree that it's yet to be exceeded.
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I think what Mr Cain outlined was an eminently sensible compromise between vancian and modern mechanics, the small spells will I assume be trivial utilitarian things such as Ignus' basic attack, the arcane veil, knock, identify and such. The grimoires are I assume going to need preparation and memorisation, thus the draconian cooldown if you choose to switch your tome, and an emphasis on preparing the right set of spells for the enviroment you're venturing into. Personally i'd like the equivalent of D&D third level spells and onwards to be included in the grimoires, and their use to be limited by these cooldowns. The much higher level spells i'd personally prefer to be basically fire and forget, whether because of their innate complexity and soul shattering efficacy, or whatever reason sounds viable in the setting. I wonder, could there be a risk to excessive spell casting introduced? Something like the attraction of arcane predators, or maybe the creation of magical dead zones when too much energy is expanded in a single area. We're exerting our will upon reality, maybe at some point reality pushes back. Edit: The pet, one of those fluffy mutant purse dogs that bimbos carry, just in case one runs out of loo roll.
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Pet peeve of mine with Dragon Age, you've got the mage faction campaigning for the freedom that nobody else in a feudal monarchy has, invalidates the entire conflict. But yes if it's set in a medieval period obviously one has to show a consistent portrait of that time, god spare us from the horrendous trope of happy peasants frollicking in the fields and forced modern sensibilities. Issues can still be dealt with, because the primary issues facing humanity never go away, but i'd like to role play as an inhabitant of Eternity not a modern Englishman/European/American what have you.
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Bugger orchestra's let's get Earth, Wind and Fire!
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Why Death is important
Nonek replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Walking wounded, dragging the corpses of their compatriots trumps regenerating health anyday. I'd also make a ressurection a miraculous event however, that changes the character given a second chance at life. Maybe a feat unlocks for that character weakening their souls efficacy, or they find themselves beholden to the deity who granted them their twiceborn status. I wouldn't allow a second ressurection however: To lose one life may be considered to be a misfortune, to lose two must be attributed to carelessness. -
As well as the spurning of steel I wouldn't mind if the monk character had to choose between certain schools of thought, philosophical ideals that he had to uphold within a playthrough. Such as a vow of non violence where he may only defend himself and never initiate combat, poverty where he must never have more than say ten gold coins upon his person or perhaps even silence where he uses sign language like Christine in Dead Money. Yes try that persuausion check now my good man, be an accomplishment all the sweeter if successful.
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Personally I wouldn't identify myself with either group of individuals, however I do support a view that many would see as typical for a grognard, however for me it's simply a matter of logic. Modern RPG's appear to me to be devolving, stripping content and features with reckless abandon until they've almost become conversation and combat simulators in dull grey corridors or vast hiking simulators set in beatiful but shallow watercolours. I see no reason to support such games, i've bought a few and more than recieved my moneys worth, but still the Ultima's of twenty years past shamed them on so many levels that it's not even funny. The only company that seems to be challenging this trend is Obsidian, just look to New Vegas and Alpha Protocol for the proof, that's why I support this kickstarter.
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Personally I don't like the core attributes (strength, dexterity, constitution etcetera) to rise that much after character creation, hopefully we're playing mature characters who have reached their optimal physical and mental limits. Of course there are always weird quirks that can serve to invest a character with additional potency, but i've always felt these should be harshly limited so that the characters has a more solid and defined base upon which to build. The problem I have with system such as the newer interpretations of D&D is that the constant advancement of a stat renders the beginning choice fairly moot, my half orc barbarian who began his career with twenty strength is a weakling compared to himself at thirtieth level, how has that happened? My own role play system used scores of 2d6 plus 3, giving a range of 5-15 with an average ability score of ten. Most tasks and challenges were resolved by attribute checks on a d20, meaning that the characters attributes were intrinsically valuable. There were racial modifications, but apart from the highest levels of magical interference (which always carried some dread price) the characters were bound by the limits of their own form. One thing that was good about the system however was that every point felt like a significantly different tier, to the lucky Shay whose fifteen dexterity was boosted to sixteen through the racial modifier any normal task of agility was trivialised. Multiclassing I don't really care about, i'd rather we have a wide range of skills available for every class but with significant penalties the further one travels from ones designated role. Thus you can have the fighter who knows a bit about lockpicking, thanks to a rakish youth, but that decision to broaden his skill base will cost him. Above all I don't want to be a master of everything, I want a clear role as either an expert of a select few skills or to be of middling ability with many. Personally i'd like something like that, but I trust Obsidian to deliver the goods whatever system they use.
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Paladins and Bards
Nonek replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Depends on whether there's a history of bardic recitals in the lands of Eternity, they could still use Mnemonikos for the passing down of folk tales and mythology, or have enough magical innovation to make the calling up of ancestor spirits and phantasmal players a viable form of theatrics. Bards just might not exist in Eternity. -
I think that it has got to be done from a philosophical standpoint, the monk rejects weapons, he spurns armour and insists that he should suffice whatever the situation. Perhaps a seeker of physical, mental and spiritual oneness, who strives for perfection in each aspect of his being. Personally i'd liked to see him with light armour or perhaps sensible stout peasant clothing, modest and unassuming so that he might seem like an ordinary individual.
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For me this sounds as exciting as hell, if a cipher chooses not to be seen can he just erase his image from those he walks past, turn any coversation down the path he desires, blind with illusions of terror or pleasure of unimaginable detail, speak with souls and minds long dead, send opponents running with fear or even trap the enemy within a prison of their own mind. That's without the ability to turn his minds power on the physical world, with telekinesis he could be an unholy terror, crushing hearts and spines with a single glare of contempt. Perhaps he could even bind old souls into the tattered remains of their bodies and make them serve him, necromantic puppets dancing on his invisible strings.
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Splendid update, really got the old imaginative juices flowing. So do wizards have to actually hold their grimoires in hand mid combat, or is it a matter of attuning their minds (and souls) to the pathways of knowledge presented within? Either way, sounds good to me. The lovecraftian derring do illustration really appeals, the monk has me unfeasibly interested.
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Hate the engine, love the content. Dead Money for me was perfect, that small contained setting allowing us to examine every individual aspect of characters and narrative in detail. The survival horror aspect that made me feel vulnerable again, along with the scarcity of resources, that's what I call satisfying. Suddenly a stimpack becomes a blessing when found, and a well crafted weapon a tool for survival that you hold dear. That aspect of gaming has been forgotten thanks to the tyranny of cookie cutter loot, that everybody seems to clamour for. I'd love to see Obsidian tackle an actual horror game, all the time playing through Amnesia I was thinking about what it would be like as an RPG.
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Spoilers: You've ironically enough got to do a couple of quests for the Gangers, which will give you an opportunity to betray them and side with the NCR when they attack.
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Proposed Inventory System
Nonek replied to Hypevosa's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Personally i'd like the paper doll of the Witcher 1 mixed with one page of the backpack from the original Neverwinter Nights, don't like to carry too much stuff. -
Souls as a stat / game mechanic
Nonek replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I liked the spirit eater mechanic in Mask, maybe i'm a sadist but I just studied it and then learned how to control it, same as any other game system. Anyway, to make the soul have more of a bearing in the flesh (so to speak) why don't we do just that. Strong souls can overcome an exhausted body or a shattered mind, they can be called upon in times of crisis as an emergency mechanic. Somewhat like Arcanums fate points or the voice whispering in the Nameless Ones head in Torment. Of course there should be a downside to this, so it's not open to abuse and cheesing. Got it, this is how undead are made in Eternity, souls that are too strong will not give up their bodies. They will not accept death or the tyrannous tread of the wheel, determined to stand strong against fate they have lost themselves. Bit too cheesy? -
An old system of magic I used to use in my pen and paper days split magic into two unique groups, one was the ritual: Powerful magics where prep work, meditation and arcane paraphernalia were required and the wizard had to pass many tests before bringing the desired results into being. The other was Battle Magic: This actually worked off of runes and sigils carved into the magicians flesh, so that he could call on the magics graven into his body at will, and though they were of less efficacy they could be reused so long as a casters will was strong. So as not to abuse this, I had all manner of willpower breaking events and occurences drawn up in tables: Tired, wounded, not at max hit points, companion wounded, no light source, horrors seen, monsters fought, thirsty or hungry etcetera. By the end of a dungeon delve, the casters would usually be broken willed, unable to cast the simplest spell unless they managed a willpower roll and even if successful i'd still roll for fumbles and miscastings. Thus resting became a key feature that I could manipulate however I chose, and though the mage could be found to be less effective at points, a well prepared and clever player who'd done his prep work and planned his strategy was an unholy terror. It rewarded the smart character as a good GM always should. And punished the idiots, because we all like doing that.
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The community spellbook
Nonek replied to general_azure's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I remember one of my more clever mage players once used a telekinesis spell to snap a villains spine, thought that was quite a unique use of magic, so I allowed it.- 42 replies
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Your opinion on mounts?
Nonek replied to hideo kuze's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Well they won't be able to travel in mountainous areas or dungeons, they'll need to be shod regularly and cared for by somebody with at least basic husbandry skills and though capable of great bursts of speed they can be overtaken by footmen in a prolonged slog. Thinking about it as a wandering sellsword, you'd be better off with the pack mule from Dungeon Siege, or an equivalent Eternity beast of burden. So probably A.