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NerdBoner

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Everything posted by NerdBoner

  1. BG gave us a backstory, it worked because you were a demi-god in hiding with a specific destiny. IWD worked on the other end of the spectrum because there was no story, allowing the player to fill it in himself. the perfect balance i think was DA: Origins...your character was much like an IWD character (no one truly special) but was given a background (of choice) that made him/her feel like they were actually a part of that world rather than just "spawning" out of mid-air.
  2. What's less surprising is the lack of love for Barbarians. Give us more information about these guys, Obsidian! from an RP stand point playing a Barby is usually ridiculous becaus your starting point is never a tribe. (lol Barbarians from Candlekeep) from a gameplay PoV they are just fighters who aren't as skilled with weapons, don't wear heavy armor and can rage untill fatigued. I'm not surprised one bit by how unpopular they are...when they announced the Barb/Cipher stretch goal I was jazzed about the implementation of Psionics in an cRPG (a first?), the Barb was barely an after thought since its been done so much.
  3. seems to be a lot riding on the Cipher class and the implementation of Psionics in the game...I really hope Obsidian doesn't drop the ball on this particular class.
  4. i think that aside from "apprenticeship" skills you should/will be able to purchase additional skills either through character creation or later on down the line through training.
  5. I just want a spiked chain to wrap around my enemies necks...is that too much to ask for?
  6. dual wielding like rapier/dagger combo is a good thing and even has a historical basis (those french ****ers, names i can't remember)... but honestly, i'd prefer a viable single weapon, no shield style...like an agile duelist or an off hand protection spell, spiked gauntlet or spiked chain or smoke bomb etc.... primarily because i hate shields (usually look stupid as hell and in a world with magic, what's the point?) and imagine dragging one around on my back for weeks on end would be more tedious than its worth. Anything larger than a buckler is retarded for adventuring.
  7. yeah i'd be down for a Ox cart or something similar being present at campsites and outside dungeons.
  8. KotOR 3...dream that impossible dream Feargus! Keep the flame burning!
  9. these are m opinions: 1. some classes should inherently be more powerful than others in combat, depending on how they're spec'd of course...others should be more useful outside of combat (a role which can be made to be just as, if not more crucial than combat) 2. in the early stages of an adveturers life he should generally be weak....but as she gains experience, not to mention powerful artifacts, they should, near the climax of their 'saga' (whether that be in a single game or in a series long adventure) be a force of nature...someone who has gone through hell and back and has something to show for it. (be it an Empire, godhood or just massive personal power on a scale no one will ever want to f*ck with again) ~~~Cue retirement.
  10. an interesting idea could be "script" magic...were the chanter (outside of his chants) could also use the runes/symbols of his secret oral traditions to inscribe places that cause particular magic to occur depending on the inscription put in place. for example: Chanter inscribes a runic passage near a threshold and as soon as an enemy crosses it a certain magical effect is activated, say an invisible wall that cuts him off from his comrades for X amount of time. It could lead to interesting tactics and still remain true to his "artsy" style magic.
  11. heh, I'm actually hoping for an awesome Chanter companion...someone obsessed with writing his/her epic tale and just kind of latches on to you because their is no one else around. I want this companion because at least this way i'll be able to experience a Chanter...because as everyone knows a Bard should never write about themselves, thus excluding them from ever being the main character. Also Rogues and Ciphers prevent me from playing lesser classes [/elitist]
  12. I say leave he crafting to the crafters and the adventuring to the adventurers.
  13. I totally agree with what the op is saying...HOWEVER, I am one of those players who rarely, almost never in fact, buffs anything outside of my mages/clerics, opting instead to use the occasional haste potion on my melee classes and any items they might have with special abilities. Personally I prefer there to be multiple approaches to situations: take for example that Lower Dorn's deep situation. It would never in a million years occur to me to resort to 6 rounds of casting buffs (yawn)...Instead i'd strategically position my own party in choke points/high ground etc. and lure the enemy out with my hasted rogue who can either backstab, pepper them with arrows or lay traps for them. This approach allows me to test enemy defenses with minimal risk and even make enemy mages waste spells they will need later. Ideally I end up picking off a few weaker enemies and lure the bulk into an ambush of my own, thus eliminating entirely the need for tedious buffing (outside of essentials like stoneskin/mirror image/haste). so yeah, I'm an anti-buffer, not because i'm lazy, I'd just rather get creative and "outsmart" my enemies rather than "oh look, so and so enemies: lets cast buff 1, 3, 4 and 7" blah... this is why rogues rule; i've ended numerous difficult encounters by using my rogues to take out enemy casters unawares (lovely backstab baby) and then leading the "enraged" melee into snares or a mage bomb (horrid wilting for example)for me, that is the best approach and provides a longer more satisfying encounter.
  14. min-maxing is the devil's work and should be purged within the fires of RPG purity. it's the black and white pictures, not the two cat-like pictures <Tamerlane> posted beneath them...
  15. Lookin real good. Glad to hear about the physics testing and I'm curious to see how the sound effects match up with the small things like that medicine ball hitting someone in the face etc. ^ I want the opposite of this guy...REAL adventurers who spend weeks away from beauty parlors should be scruffy and long haired.
  16. played Skyrim for 80 hours... can't make it out of the crematorium in Planescape: Torment. *smashes face into desk* You, sir, perfectly define the spirit of everything that has gone wrong with the modern gamer.
  17. DesuDesuDesu style ~ you can learn this style from a talking bear in the woods. If your age is right he will show you the forbidden power of "pomfs!"
  18. Baldur's Gate II had this. If your reputation got too high (good) the evil party members would progressively bicker more and more until the left the party / attacked you outright. Vice versa for low reputation (evil). Yeah that's right, I forgot they had that in BG2 also. BG1 as well...I remember Xzar and Montaron fighting it out with Khalid and Jaheira while my level 2'er ran away ...I thought it was a horrible glitch at the time.
  19. One thing I will say about the gods...I think each should have an opposing counterpart. Fire/Water - Light/Dark - Good/Evil and so on...
  20. for the core four? pure roguery all the way is what I'd like to know about. Only the highest quality RPers, and indeed individuals of superior breeding, play this archetype. As for the stretchy classes: Cipher without a doubt. Always wanted to play a Psychic badass in a cRPG.
  21. well... the weakness of that armor should be clear to anyone with an intelligence score above 3. everything is covered i steel but your genitels get red velvet?
  22. i've never min-maxed in my life...its pure cheese. I always go out of my way so that my warriors have some charisma and either intelligence or wisdom, and the same goes for my other class choices in regards to physique. That said, i think a character planner is a good idea as it allows for goal oriented character development. For example, if i'm a Cypher with limited ability choices i would, "realistically" as an rp'er, like to focus my time developing what i'm good at and things that would either supplement that discipline or cover a weakness that it leaves open. without a proper goal a character would just pick abilities aimlessly and never mature into his/her role in the party, thus causing premature death for themselves and the party that depends on them. so yeah, character planning when appropriate...but none of that boost intelligence to 18 means i need to drop wisdom to 3 crap...that's just bad game design.
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