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Tamerlane

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Posts posted by Tamerlane

  1. I'd have thought Xcom Apocalypse and Arcanum would have taught people that you can't translate turn-based into RTWP (or vice versa) without taking any hits by now. Guess not.

     



     



    Voted turn-based.

     

    Guess it backfired.

     

    8)

    unless that was precisely the OP's intention  :biggrin:

     

    OP did Pearl Harbour false flag chemtrails in my smart meter.



    I think I'm going to vote RTwP, just to piss most of you off if TB loses by a few points.

     

    Thing is, I think most people don't really give a ****. I prefer turn-based, but I still really enjoy RTWP. Most people can enjoy Civilization and Total War without slipping in to overwrought histrionics. I wouldn't worry too much about funhaters screeching betrayal.

    • Like 6
  2. It's kinda funny. My first time through BG, I accidentally missed the ankhegs entirely until near the end of the game. When I did run into them, I was all ready to fight this hyped up enemy and they just kinda... died.

    He should have humped back to the rest spot before that battle.

    Timed quest, yo.

  3. That's something Josh Sawyer has specifically talked about trying to avoid.

     

    EDIT: To clarify, they're trying to get away from binary pass/fail on skill checks. So it's not "Oh, you're five under on your mechanics skill? **** you, you don't disable the trap. Come back when you level up, bruv." It's "Five under on your mechanics skill? Yeah, sure, you disable, the trap, but you'll break some tools in doing so." This lets specialists still feel special without completely stymying non-specialists.

     

    They also want to make sure that while a class can always be "the best at what it does" (like rogues with stealth or fighters with deflection or whatever), the gap does not naturally increase with time. So if a rogue starts with +15 stealth and a fighter starts with +0 stealth and they're both focusing as hard as they can on stealth, then at level ten, the gap between them will be the same as it was at level 1, rather than the ballooning differences you often saw with skills and saves in 3.X.

    • Like 2
  4.  

    After first level, wizards' class abilities are access to spells, period. Fighters (and other melee-oriented classes) have access to their own class abilities. Whether they are literally magical in nature or not, they will in many cases be more powerful than a comparable spell gained at the same level. The ultimate advantage of wizards is flexibility. They can potentially learn all spells available to wizards and at any given time are only limited by what's in their current grimoire. If a wizard gains access to a spell at X level that does 20-50 damage to all targets at close range in a 10' radius, a comparable paladin melee AoE damage attack gained at X level will do significantly more damage and likely with a higher Accuracy.

    Sounds to me that a lot of classes will have Aoe attacks, i hope it wont make every combat tactic: spam aoe abilities on every cooldown.

     

    Though other classes will have abilities for crowds, barbarians are the only AOE-centric melee class.

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