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Everything posted by rjshae
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This quote contains both the question and answer to that question :-P Debates with easy right answers aren't particularly interesting, eh? And as I pointed out, you can absolutely create a mage with low Might value - he's just not going to be very good at throwing fireballs everywhere. Which is fine as making sacrifices is one of the cornerstones of RPGs, isn't it? You don't think being physically strong is an odd requirement for a Wizard to be able to throw potent fireballs? Don't you think it would depend on the setting and the physical laws for that environment? If you want to be "realistic" about magic, then an important consideration is internal consistency. I believe that is satisfied in this case. To me the only odd thing is in thinking that a particular relationship from one game and setting (D&D-like magical mythology in a western European-like world) should be satisfied by an entirely different game and setting (PoE in Eora). I don't know if the developers intend to make the PoE game rules a universal system, but in that case this concern could be dealt with appropriately through a different balancing mechanic. For right now though, it only needs to work for one setting and one system of magic.
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Heh.
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I take the opposite view where those "empty" areas provide an opportunity for exploration. To me exploration suggest there is something interesting to find (well constructed encounter, quest, unique event, nice location). Many of the wilderness locations were quite dull, with dull combat encounters. Hmm, well exploration means travel into the unknown in order to learn about it. The key work being travel. You don't have to find something deep and interesting every other minute; this isn't a music video. I'm fine with so-called "dull" wilderness locations because they highlight the interesting locales. That's what travelling the wilderness is like, and in that sense they're much like similar areas in Baldur's Gate. My preference would have been to include more such wilderness areas with a few interesting highlights.
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No, it's the TwitterZone. The Twilight Zone was more like the real world.
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My thinking is: so what? You talk as if our "concrete reality" has to hold in a world replete with magic. It doesn't. This is not a design flaw; it's the reality of a fantasy setting. The game developers have hard coded a direct relationship between physical and spiritual strength. That's the physics of Eora. It doesn't have to look like our "concrete" reality. If you were somehow tossed into that world, you'd have to deal with it on its own terms. All it really needs to be is consistent.
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Well, over the years a lot of fallacies have been ascribed to NWN2, and this is one of them. For example, pretty much any model in NWN can be ported over to NWN2, then further improved. Both games use many of the same scripts plus 2da files for data storage. The main headaches with NWN2 is the extensive use of placeable models and the flexible exterior area building tool. Both are powerful methods, but much more labor intensive than in NWN. Beyond that, the two games are not that different from a toolset perspective. Once you're over the learning curve (and both NWN and NWN2 have one), it's just not that difficult to create models for NWN2. I've built and ported many myself. Meanwhile, NWN can't support the textures sizes and poly counts that NWN2 can, and with NWN2 you get normal mapping, LoD, and tinting capabilities. This (and many other reasons like full party control) is a big reason why it made sense to port games like Baldur's Gate, Baldur's Gate 2, and Icewind Dale to NWN2.