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Elerond

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Everything posted by Elerond

  1. I think that there should be no backstabbing per se, but instead there should be attack in opportunity bonus, where character gets massive bonus to his or her critical hit change, if s/he can hit enemy when s/he is undetected or enemy is otherwise occupied to try block or dodge the hit. And critical hit should be combat finishers or at least weaken their target considerably. Roques as mobile and sneaky type can usually take most use of this kind of sytem and that is their special bonus from it they don't need extra backstabbing bonus. And other classes have also ability to hit their weapon on enemy's back if s/he or it is clumsy and shows it to them. System don't destroy rogues role in combat, but rises tactical level of combat significantly as you can't let any one get on your back and you should also make you whole party look enemies backside not only your roque types.
  2. Irrelevant for Fantasy. When you need artillery in Fantasy, you get a bunch of spellcasters. They pay for it by 1d4 hit points per level, two slots for spells at level 1 and using a sling. That's how they roll. Warriors pay 10.000 gold pieces for full plate to get their bonus 8 AC. That's how they roll. You watched too many movies. How do you become a good bowman? You grab a bow since you're a teenager, and you shoot bow every sunday after church. That's how boys back then rolled. Even in fantasy world where there is cannons? And I bet that they cost more than full plate, which by to way are ridiculous armour for foot soldier as in reality, so it would suck to be engineer as wizard can do same as he but much lower cost. Did you know that to become a shaolin monk you need to enlist to monastery at the latest in age of ten. And from that day on they train every day from early morning to far to evening. And if you want to know for sure, there is still shaoling schools in China and some of them take foreing students, their web pages give nice ammount information about their practices. And shaolin monks were respected in medieval China because of their fighting skills even that soldiers armies rely on their armour and weapons, because it is much faster and cheaper to school soldiers to use those than to fight without them. And about archers you don't need master archers on medievel battlefield you need only lot of mediocre ones. Because they shoot formations of tens or hundreds soldiers where it is not so just if you hit that soldier who you aimed or one next to him, because in ultimately only that matters how many arrows you archers can shoot in minute.
  3. Wizard is not close-combat specialist. He does't need to compete with fighters. Monk, on the other hand, is and does. It's the same as archers in Dragon Age 2, if you catch my drift - when archers can shoot twenty arrows in AoE like ability, the whole combat style thing becomes obsolete and indistinguishable. Suddenly, if someone calls himself a pretty name and says he meditated for ten years, he can do as well as somebody who relies heavely on equipment, training and technique - because "soul". That's why monks are lame. And, actually, that's why sorcerers in D&D are a bit lame too (like Order of the Stick making fun of them by Vaarsuvius simply counter-spelling every spell a pompous sorceress throws at him). While it has little to do with PE for now, in D&D monk is also one of the most used multi-classes to grab passive overpowered abilities. So it's hardly surprising that some people are sick of them and are just biased against them. Same way wizards are lame. Some people must heavily relay on cannon and other heavy artillery equipment, but then there is some pompous ass who say that s/he has studied use of souls in university a few years and that is why s/he can call mystical powers of universum to do more damage in couple seconds than whole royal artillery. And if we go route where monks mean shaolin monks, then there is only few fighters who can say that they have trained nearly as hard and as long as monks. And addition to all this combat training monks also train their focus and self-discipline through meditation and harsh tasks. And it is because of all this training why shaolin monks don't need rely on equimpment in battle to survive.
  4. Feargus said in kickstarter comments that they don't yet know how they will distribute drm-free version to mac and linux. Although he said that he hopes that GOG will offer it's services for all platform when game is due. And GOG upcoming announcement about that they are bringing their catalog to new OS gives some hope that it's possible that GOG will be drm free version's distributor for all platforms. http://www.gog.com/news/come_watch_cd_projekt_red_and_gogcom_special_event
  5. http://www.youtube.com/watch?v=0IKKbtZJrBg I had to, I just had to, I mean I really just had to link this video. :D
  6. Unarmed fighter probably trip (at least tries) armored fighter to ground and then mashes his or her head with his or her kicks. And I would love to see monk builds that are more medieval european martial artist, than Chinese or Japanese or from other asian cultures. http://en.wikipedia.org/wiki/Historical_European_martial_arts http://en.wikipedia.org/wiki/Stick_fighting http://en.wikipedia.org/wiki/Quarterstaff But I don't either object Bruce Lee style monks. But I think that martial artist would be better name for that kind of class than monk, but that is only my opion.
  7. In my opinion Desura could be their best bet for linux/mac distribution for non-steam version (aka drm-free version)
  8. It's already been confirmed that there will be no alignment, only reputation with various factions, characters, etc. Doesnt this refute that: I would think it mean that priest who follow god #1 have different powers than priest who follow god #2. And this don't necessary mean that they have different aligment (in good-evil axis or lawul-chaotic axis). But this is only my interpretation.
  9. http://www.kickstarter.com/projects/obsidian/project-eternity/posts/313192 http://eternity.obsidian.net/ Unity 4 engine what project eternity will use support Windows, Mac and Linux platforms.
  10. I accept any explanation for monks, hell I accept them even without explanation, because I have loved monks after my first monk killed Firkraag with his first hit with quivering palm. Before that monks had sound somewhat bizarre, but you can forgive nearly anything for person who kill game's probably most hardest enemy with one blow .
  11. I had to consider this little bit. Because limited normal ammunition like in IE games is nearly pointless as your character can carry 60 arrows in hie or her ammution slots and then you could carry more ammutions in your inventario slots. And only hindrance of carrying so much arrows was that you lose some volume from your inventario, which was not really never issue for 6 character party. So I nearly voted for unlimited ammunition, but then I got idea that if you put realistic weight and size for arrows, so that you can carry max 100 arrows per character and even that starts to hamper them. This will force your character put skill points to arrow crafting or you probably will run out ammutions in wilderness. In this idea cost of the standard arrows should be significant, because it forces player to invest more in arrows and balances bit more some issues from IE games. So yes if ammution number is highly limited and there is good crafting sytem to support that. Unlimited ammution is ok if limited ammution really mean virtually unlimited.
  12. http://tvtropes.org/pmwiki/pmwiki.php/Main/StandardFantasySetting Funny collection of most typical fantasy setting tropes.
  13. Romantic vampires in red boots!
  14. Elves and dwarves are good archetypes for fantasy setting because generic idea about them is human with bit different traits, so most players can see themselves as them as easily as human. Which is also reason why you can found them from so many high fantasy settings. Usually races which resemble human least are usually also least played races.
  15. I like RuneQuest's magic system much more than D&D's (it doesn't matter which edition). Wizard spell with their forming sytem were fun to play. Like firebolt which powerful make could change to several fireballs, and suddenly low level spell is much better than highest level spells, although it also eat more mana and was more difficult to cast, but still
  16. Semi-random loot mean in all reason sytem where developers can put for group of monsters specific item, like their equipment which they all drop and items from random list like 1-10 coins, gem, silver ring and etc., so developers don't need go through, say hundred, goblins one at a time and add how many coins, gems and etc. each individual goblin carries.
  17. Just like high-level D&D mages.... * ZING * http://en.wikipedia.org/wiki/Maia_(Middle-earth) Gandalf was one of the maiar, creatures which one could call godlike creatures or demigods.
  18. Which is one reason why saw it bit odd that mages need 8 hours to rememorize their spells (as they don't get even one spell back if their rest is interrupted only after 4 or 6 six hours of sleep). So basically mages didn't sleep in IE games ever as they were too busy to do their rituals and etc. things needed to get spells ready to sleep.
  19. You can design cooldowns to fit for sorcerer type of mage easilly, so that sytem is much fun to play and fits in with lore. As you know sorcerer has number of spells per level which s/he can cast per day. But you can as easily change this to system where sorcerer gets spell point back every 5/10 minutes. And so you have system where you still can run out of magic, but don't force you sleep so often. And this approach don't even broke (D&D's) lore as sorcerers power comes from inside of them instead of through preparation, so slowly returning magical power would be as good as need to rest for 8 hours or so. And you can encourage players to push forward in dungeon instead waiting for all the magic points to return pawning lurking monsters on your party every 10/20 minutes what you have been idle. And there is ways to make cooldown system to work for traditional d&d wizards too so that is sounds logical and believable. Like you have still spell slot where you can pick spell what you want your wizard to use and every spell has it own cooldown time which tells how long wizard needs time to prepare that spell. And wizard can prioritize spells in cooldown queue. And there could be limitation that cooldowns don't work in combat or when wizard casts spells. And this can make game as strategic than normal rest for all spells system or it can even add game's strategic depth as you can't abuse rest system but you are tied on cooldown queue and so you must really think how you prioritize your cooldowns so that you can have right spell ready to cast. This system also gives you flexibility to change spell on your slots as changed spell just go on your preparation queue..
  20. I think that it is similar with BG's dropping loot. So enemies have locked loot what they drop (their equipment for example) and then they can have random loot like money, jewels, rings, amulets and etc.. This random loot gives desingers easy way to use same enemies in different areas but change that random part of their loot to be different.
  21. ASCII is very good choice for those games that I can play over terminal and keep them running on screen session for months and months .
  22. In DragonLance dark elf references to elf who is exiled from his or her tribe.
  23. IE games weren't detemined by their magic system and I don't think that PE will be either, even if it uses some kind of event-based magic sytem. But still I hope that PE will use some unique system or mixed system from typical magic system (memorization, point-based, event-based, as powers, skill-based or cost/reagent based). And one should remember that there is good and bad implementation of every common approach for magic system, so overall mechanic ideas should not be blamed for bad magic systems.
  24. You have an opinion, that's cool, but given that many would disagree -- let's just say that the game won't be tailor made to a single gamer's style, yeah? Mages... boring in BG2... indeed... all the breach and pierce and support/debuff spells alone had people hitting pause and clicking through menus. And a Monk isn't boring? You just melee **** with the occasional quivering or stunning fist. Mage in BG when you solo. You throw your couple spells on your enemy and then you run and run and sometime try hit enemy with you sling or darts and then you run some more as you did't hit. Some where on 5th level enemies don't kill you with first two hits, but still fights are mostly you running. In BG2 your awesome magic can usually kill slower level enemies before you must start running. But thanks god there is Melf's Minute Meteors they make fighting some what tolerable, but still it is mostly running. Monk don't die so easily in combat and he can kill enemies quite effectively so combats are not so bothersome with it than it is with mage. With assassin you use traps, poison and sneaking and also quite lot of running, but still I liked it more than my mage play through.
  25. But game gives player an option to go solo. Then if your main character is caster, then you get bored. Solo play in a party-based game is a gimmick for players looking for an extra challenge. Anybody who's going to play solo will accept the price of a little boredom. Besides, I can assure you that surviving an entire game with only a fragile mage is anything but boring. In BG it was very boring and in BG2 it was some what acceptable boring. Monk and assasin were much more entertaining to solo.
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