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rjshae

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Everything posted by rjshae

  1. There's something to be said for sticking with what players know, particularly with a game that's intended to provide a feel for the IE series. Providing that feel is what helped sell the Kickstarter, so I can't imagine they'll want to stray too far from it. Especially given all the changes they've already made. A conservative opinion, I know.
  2. I had an idea for an easter egg: gaining a bonus talent for specific challenge builds. If you take on a party of adventurers that all qualify for a particular challenge, then your party members gain a special bonus talent while the party makeup remains intact. For example, suppose you have a party made entirely of elves and elven godlikes that all have at least a point in the Survival skill and support a 'protect the wilds'-type faction. While you remain favored by that faction and don't add an incompatible party member, your party gains a magical 'Nature's Child' talent that provides a bonus to your Ref/Will saves in natural areas.
  3. Thinking back to D&D v3.5, the flexibility of the Fighter class came about largely because of the mass of Feats they could choose. It was also true in that system that Rangers could outclass a Fighter in ranged combat. But that didn't stop Fighters from gaining proficiency with a ranged weapon, did it?
  4. How would that work in reality? Unless you are employing magic, you can't ignore the physics of inertia.
  5. Designers & Dragons by Shannon Applecline is a four volume history of the RPG industry. The Kickstarter to have the work published by Evil Hat Productions was successful, bringing in a whopping $115,348 after setting a goal of a mere $7,500!
  6. I'd like to see some Maneuvering talents that allow a Fighter to manipulate the opponents positioning on the battlefield, such as pressing them back (Might) or flipping positions (Agility). Primarily, these would be used to try to shift a foe into a spot where they can be flanked. Of course, these could be used against you as well... but more's the challenge.
  7. Oh... that's what twerking is for. Thanks for the enlightenment.
  8. I'd like for Fighters to have Talents that allow them to disrupt a static line of battle (beyond simply attacking an opponent). D&D had those in the form of Bull Rush and Overrun. Being able to penetrate a wall of defenders would present some interesting tactical options for a Fighter.
  9. I'd like to see a melee weapon get a small deflection bonus, but only against weapons that are one speed rating slower. For most weapons it should average out to about the same, so no there would be no net benefit and the deflection doesn't need to be adjusted. Only if you have a weapon that is slightly less hefty but faster, would your parrying improve.
  10. Possibly the play of the Fighter and Rogue will benefit from the Talents they haven't added in yet...
  11. I don't really care that specific classes are considered "boring" as such. For me, the enjoyment is in the group tactics. That still means you'll need some grunts to hold the line. Fighters and Rogues were made "interesting" in the DA series, but the overall tactics were pretty atrocious.
  12. A loose thought rattling around in my noggin': Keep the system as it is now, but have the game track a hidden 'Battlefield Experience' counter separately from XP. At certain points your characters achieve Battlefield Experience accomplishments (Ex.: Tyro, Skirmisher, Warrior, Battle Hardened, War Hero, ...), and these serve as prerequisites to an otherwise restricted set of Talents. An example talent would be a Favored Enemy.
  13. what's WL2? and why Unity? Wasteland 2. Because it's available for modders too?
  14. Played IWD a couple of times; didn't enjoy it nearly as much as BG. I'll take a pass on this one.
  15. Hmm, but why can't Might be interpreted as Strength? This can be a magical system where your muscles provide a component of the magical energy. You're "throwing" a magical force at something, which gets amplified through the spell. That approach doesn't seem any less implausible to me; it's just different than D&D. Now, a wimpy, intelligent wizard has to rely on attrition tactics to win his battles, rather than, say, delivering a knockout blow against the enemy leader.
  16. To me, kits are essentially talent trees, with some added perks and penalties that form a trade-off. I think it's the penalties part that makes a kit interesting; what are you willing to sacrifice in order to gain the kit's benefits?
  17. Waiting for the VR face-hugger simulator...
  18. Feets Don't Fail Me Now feat Increase speed in the presence of an undead...
  19. I'll be happy if the essence of the character classes, as well as the character backgrounds, come across during non-combat interactions. That's what build's the 'role-playing' part of the experience for me.
  20. Well if we add dex to the formula these attributes should at least have some effect on spell casting time.. shouldnt they Probably use the lower of the two, I'd guess. That way it's harder to dump points into one stat.
  21. What you could do is randomize spell uses per rest for Wild Mages: each time you cast a spell, there's a chance that you will get no more uses until your next rest. I typically don't like spell fizzles in CRPGs--they're generally annoying.
  22. So... a detailed, tactical, action side-scroller, using every key on your keyboard. With vomit.
  23. I suspect it might have some impact in terms of speaking clearly and rapidly. But if a spell requires physical movements, being intelligent might not speed those up.
  24. Quite right. I'd probably wait a couple of years before publishing those numbers so that there is no negative spin which could impact game sales. Lord knows we've got enough grumbling gamers around... What I'm more curious about are the plans for the expansion.
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