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rjshae

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Everything posted by rjshae

  1. The movement in the Torment demo looked pretty poor to me, as if the characters were sliding across an invisible surface. I really don't understand why anybody would like that--it's too disruptive of immersion.
  2. This is why I like point-buy systems such as HERO/Champions or GURPS. The economics is already in place to apply weight to your attribute decision making.
  3. I think the old DragonQuest PnP game had weapon skills right: different weapons could have different levels of mastery. You could achieve a greater mastery with a rapier, say, than you could with a club. Perhaps having a matrix style of specialization might help: specialize in both social categories and in weapon style. You need to have both to achieve the highest degree of specialization.
  4. Yeah, it would be interesting. It'd need to be carefully balanced though--you shouldn't be able to super-min-max your character that way.
  5. I'd rather not see the rogue become a front-line essential--their class should better suited to ambush, infiltration, disruption, and assassination. I.e. roles where sneakiness and spike damage capability are useful.
  6. I've had a weapon break in the middle of combat, and had to change my tactical approach as a result.
  7. Somebody who bought a collector's edition could be a little bummed if they went and watered down the scarcity. In fact it'd be good if they changed the box style a little for non-backers.
  8. The speed aura doesn't speed up attack speed? That seems counter-intuitive. It seems like you'd want to be able to flip between attacking fast or attacking with accuracy.
  9. I started with a Mac. Loved it, but I was seriously bummed about the limited number of games from which to choose. Finally had to give up and get a PC for gaming purposes, but by that time the second wave of CRPGs was dying off.
  10. Why would character size matter? It'll only change the in-game view by a pixel row or two. But I guess they could have a small-medium-large option for those who like to fiddle with the character build. I believe they had to modify some of the proportions for the purposes of seeing them in game.
  11. How are people liking the weapon durability/repair system in this game? I remember there was a group of determined posters rallying against it in PoE. But in D:OS I think it adds a nice touch of verisimilitude (because it requires you to carry and use multiple weapons), and the time requirement seems pretty minor.
  12. "But it was just so adorable when it was a baby..."
  13. Exactly. Fast attribute progression is just a pavlovian reward mechanism, so how is that not lame? Slower attribute progression is probably closer to an accurate simulation of human development, at least once you're an adult. Perhaps not if you're still a teen. Fast progression, as in the DA series, also encourages weird attribute asymmetries and over-specialization. The latter is okay for combat-oriented games, but the rapid progress makes it more difficult to take the drama seriously. It works well in games like D:OS that are a bit tongue-in-cheek. But not nearly as well in DA:O.
  14. We've debated ragdoll physics on this forum before, so this is a bit of a rehash in the form of a troll. Not sure there's that much new that can be added to the discussion at this point.
  15. Having the lion attempt to drag off the downed body would be a nice AI touch...
  16. Perhaps. But D:OS has been pretty enjoyable thus far--on a par with Divine Divinity in my experience. So Obsidian's got it's work cut out for it. At least for me.
  17. 13th Age in Glorantha by Rob Heinsoo Games "13th Age in Glorantha is a hardbound full-color 196+ page roleplaying supplement that brings the award-winning 13th Age rules to Greg Stafford’s mythic world of Glorantha." Currently succeeding at $73,804 with 20 days to go. The Last Parsec -- Savage Worlds "A sci-fi setting of planetary exploration and adventure using the Savage Worlds rules" There's a downloadable 'primer' here. Currently succeeding at $16,211 with 29 days to go.
  18. I'm just blown away by the fact that it took them seven years to realize it was going to be fun... yeesh.
  19. True, if perhaps infrequent. So it should really be a part of the AI scripting.
  20. Does it? Isn't an intelligent enemy going to focus their attacks on the party members that are still hitting back? If they (the enemy) don't win the battle, then those downed party members aren't going to matter to them anyway.
  21. True, but it's also missing from a number of PnP RPGs as well. Drakensang: TDE implemented a pretty decent wounds system.
  22. It also depends on the ruleset they are implementing. If the game uses the D&D PnP fireball, then there is no knockback from the outburst. It just applies heat and flame to a volume. Adding knockback would be an additional benefit that should (for game balance reasons) change the spell difficulty or level. Some games do implement a general 'hurt' animation for various effects.
  23. I have the GOG version installed currently, would any of this stuff clash with Kaedrin's PrC stuff? Possibly. I know there were some modules that were tested against Kaedrin's PrC add-on for compatibility, and they said as much in their description.
  24. Here's a list of the top ranked modules available from the Neverwinter Vault, if you are interested.
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