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You seem to forget one thing: realistic or not is NOT the main aspect taken into thought here, gameplay mechanics are! Josh said it a while ago that combat design in PE strives to be fun and interesting to play, not especially realistic.
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- project eternity
- josh sawyer
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Update #41: D&D: Dwarves and Doors
doshu replied to The Guildmaster's topic in Pillars of Eternity: Announcements and News
Maybe a silly question, but what about smashing/smashed doors? Would this be counted as one of the states? I mean, c'mon, you have to be able to smash a wooden door or something with a big axe if you don't have the key, right?- 143 replies
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Here are some quick thoughts about armour, or rather on the weight/protection part of it. Most of it will probably sound obvious though^^. As noted above, taking the weight and overall body coverage of armours might help you a long way in defining a solid system. Allowing all kind of characters to wear pretty much wathever type of armour is not a bad thing, but the advantages and disadvantages of a specific type of armour for a specific character build should still be present. A weak but agile warrior should not want to wear heavy plate unless some very good reasons. A strong warrior shoul
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- update 29
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At least some concrete news, thanks! Still, I have a question about the set-up and how the world will work. You say that "the player witnesses an extraordinary and horrific supernatural event that thrusts them into a unique and difficult circumstance.". What I would want to know is if the world around us will kind of evolve with the passing of time, or will it just wait for the player to unlock the plot? If the set-up involves some huge (world wide?) event, and if the player isn't the hero that saves the day right from the start, one could logically assess that those events would change pa