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DYWYPI

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About DYWYPI

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  1. There is a very quick way to do this, if you have a save from before rescuing Mother Sharptooth in the Caverns of Xaur Tuk-Tuk. Just kill the first few enemies there, bring Eder to look at her cage, and choose to ignore her over and over again.
  2. That doesn't make them not standard effects. You can't enchant a weapon with Marking or Stunning and so on, but they're nonetheless predictable, standard effects, and ones presented not as a special, unique effect for a specific item or couple of items, but as a generic property, complete with fixed values for the effect and a number you can use to compare it with other generic properties. Spell-effect-on-trigger enchantments are perhaps the exception there and could make for some more interesting items, if they weren't so sparsely used. I don't understand why you're discounting enchantmen
  3. They're still drawn from a standard set of effects. Outside of soulbound weapons, which are a step in the right direction even if it's a shame there's so few and that they're class-exclusive and restricted to weapons only, you're never going to find a new magical item with an unexpected, unique ability - or even a unique version of a common type of ability. All elemental enchantments do 25% extra damage as that element., all bane weapons deal 25% more damage and have +5 accuracy against their enemy type, and so on. It makes balancing easier, but it also makes items feel a lot less special. I'd
  4. The problem doesn't lie in being a sword with enchantments, since that's obviously what all enchanted swods are, it lies in being a sword with genericized enchantments. When I find a sword that dispels magic on hit in an IE game, it's not "Enchantment: Spelldrainer (4pts)", it's a sword that dispels magic when it hits, probably the only one with that specific effect in the whole game. Unique, idiosyncratic magical items give a much greater sense of discovery and wonder than those with a selection of standardized effects balanced on a visible 12-point scale.
  5. Do people really hate having unique items in stores? Personally, when playing NWN or IWD or BG, one of the feelings I absolutely loved was happening upon a new shopkeeper loaded with a treasure-trove of expensive armor to fantasize about being able to afford. The existence of such stores also makes the commonly found Shortsword +2s and the like much more of a treat; they might be useless, but with a dozen of them piled up in my bag of holding, when I get back to town that's a pleasingly solid chunk of gold to set against the next suit of full plate with a cool or situational enchantment that I
  6. I loved the narrated monologues in between many IE-engine game chapters. Felt and sounded just like an important DM description. "The tunnel slopes upward into the welcome glare of daylight..."
  7. While I have no real preference with regards to Vancian-style casting, I would like to see spell preparation being a thing, rather than just having all spells you know available at all times - for instance, a mana-based system, but one in which only your selection of X different spells (per spell level?) can be cast, changeable when resting. It allows for forward-planning and strategy in choosing which abilities your wizard will have access to in a particular day, and allows for greater flexibility and variety in the spell lists.
  8. I want something that feels like BG, or IWD, or a typical PnP game. These games are not about being brutal, or edgy, they're about telling a story and giving you an adventure. We don't need a Warhammer Fantasy fanfiction here - I want a world that can be described as "vibrant", not "gritty". Extremes should be present, yes, but they're only extreme if the norm is... well, not extreme. Sell me a setting as being interesting, unique, or lively, please; while the presence of mature themes is not a problem when used correctly for impact, those who settings specifically sold as "mature and gritty!"
  9. I don't really think that the issue here is quite photorealism versus stylization, but rather that of realism versus caricature. Virtually all modern (Western) RPGs seem to opt for bland, caricature-less design of characters and places - all humans have the same body shape with different faces and possibly minor variations in scaling, most buildings are dull, realistic, functional blocks (and often with reused models, but that's another gripe for another time). Where are all of the hunchbacked crones with crooked noses, fat merchants, buildings set into great trees, that sort of thing? Photore
  10. Personally, I'd rather see non-obvious weapon-specific bonuses (ie. ones with a more abstract justification than "halberds have reach because they're long") be player-side rather than weapon-side - that is, to be based on the PC's skill/talent/feat/whatever-you-want-to-call-them choices that specialize in that weapon type, not just specific to the weapon - or just reserved for magical weapons and artifacts. It feels more symmetrical to have all weapons use the same basic system prior to modifications from PC abilities and enchantments. Also, I hope we'll be seeing D&D-style fixed base
  11. It rather depends what these actually mean in in-game terms. Crafting as in restoring powerful ancient artifacts or creating unique or semi-unique armors from the hides of mythical beasts? Sure, that's great. Crafting as in being a level 34 Blacksmith and wanting to make six more Pitted Ankheg Plates so you can level up and learn how to craft a new Sharp Cold Iron Sword? I think I can pass. Enchanting really depends how you do it. If it's expensive, rare, and non-overpowering enough, it can be an interesting way to customize and improve your favorite items. But we need to steer far, fa
  12. Themes should be included because they fit with the message or story that the game is trying to convey, not because they are or are not mature. In any case, I would much prefer to see the some of the more grand-scale philosophical points that I see in this thread - nature of good or evil, differences between culture, that sort of thing - than a perfunctory "Hey, look, rape and slavery, that makes us deep, right?".
  13. They definitely are, simply because not all dialogue is worthy of a voice-over. Every barkeep who gets interrogated doesn't need his infodump fully-voiced and five times slower to listen to than to read. A simple "My inn's as clean as an elven arse!" when I initiate conversation is all that he needs. Far from being merely unnecessary, it actually detracts from my interest in the conversation. Just look at tabletop games. Sometimes the DM will put on an accent, drag out props, put on some music, the full works. Sometimes he'll just say "The barkeep tells you that goblins have been sighted o
  14. Oh, yes, this. This a hundred times. This is one of the things I really didn't like about 4E. Obviously, dragons or people with unique abilties will have powers that the PC doesn't have access to, but they still need to use the same system for acquiring and using those powers - the laws of the universe aren't different because one guy is being controlled by a player. It's a great balancing aid, and it's also one of those little things that really goes a long way in making the game universe feel less like a game. On a related note, I also hope the combat system will have the same degree of
  15. Inventory Tetris just doesn't work as a means of immersion. Everything you gain in terms of immersion from the feeling of a real, physical inventory is lost by the fact that you have just stopped your adventure to spend fifteen minutes playing Tetris with your inventory objects. If not the IE's nice, simple single-slot style, then NWN-style where you have loads and loads of space and Bags of Holding are aplenty is fine, but I hope this stays faaaaaaar away from a Diablo-esque Knapsack Filling Problem Simulator system. More adventuring, less fiddling with vendor trash value/space ratios and
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