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rjshae

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Everything posted by rjshae

  1. A stretch goal can be defined as, "that cannot be achieved by incremental or small improvements but require extending oneself to the limit to be actualized". As such, I don't think that "improving the entire game" can be considered a stretch goal. They're not pushing themselves to a limit in some manner; they're just executing what they are going to be doing anyway. I think this is why there's a question here: they're not really pushing to a limit if they can't measure what they're striving to achieve. No matter, it's an argument over a nuance.
  2. If i try to get together with an ex does that make me a necro-romancer? Only over her dead body...
  3. So... most likely there will be an Aumaua character of some type. Perhaps a crabby Aumauan priestess of fish and chip shops?
  4. As the centuries passed, the Godlike finally did learn to master the art of wearing a helmet...
  5. Doesn't this seem contradictory, or am I reading with ironic glasses, again. Oh, sorry. Sloppy grammar there. I meant I was disappointed that wizards worked with grimoirs and vancian D&D casting because it seemed contradictory to the root of magic coming from the soul, a more poetic/intuitive sorceror-like theme. All classes are supposed to have abilities that come from the soul, but they all have a different mechanic for employing it. I.e. they all have some type of constraints on what they can do and how they do it.
  6. If they did that, I think I'd like to see more of a flavor difference between Wizards and Sorcerers than we had in D&D. The latter might have fewer 'spells', but they should have more flexibility in how they use them. Possibly like Chanters, or the Warlock class from NWN2.
  7. The book, wand or other physical object is a 'focus'; a game-balancing limitation that provides a point of weakness in exchange for the class flexibility. Yes, D&D sorcerers don't have that weakness, but they also don't have anything like the same flexibility. An analogy might be PC games vs. Consoles: PCs have the limitation of requiring a keyboard and mouse for input devices, but look at how flexible they are in terms of what you can do with them.
  8. It doesn't seem like they would be able to handle a large number of reputation types, or the conversation trees would get too deep. Probably we'll get just a few that focus on major behavioral attributes (flashing back to the Parley menu in the old Gold Box Games).
  9. Right, so, like I said, just add an option to "Lock all options" for the remainder of the game. Then it's your choice in how you want to play, not your choice in how I play.
  10. Altais: Age of Ruin - A dystopian fantasy RPG -- "A dystopian science fantasy roleplaying game about a world where magic has gone too far and brought society to ruin." Includes a core setting book, art book, creature cards, and first campaign book. Currenty at $3,056/$40,000 with 27 days to go. Worlds in Peril -- "Worlds in Peril is a standalone RPG that will produce compelling super hero action in any world with little-to-no preparation." Succeeding at $11,442. Metamorphosis Alpha Deluxe hardcover Collector's Edition -- A deluxe oversized hardcover that will reproduce the original 1976 printing verbatim, along with the magazine articles, Mr. Ward's new NPCs and monsters, the new adventures, the introductions, and all new articles. Succeeding at $39,223.
  11. Given that the host star is a red dwarf, planet is likely tidally locked to its star, just like the Moon is to the Sun. This produces some unusual climactic conditions, to say the least--perhaps deep ice on one side and endless desert on the other, with extreme winds to transfer the energy between hemispheres. The transition zone may be a place of violent weather extremes.
  12. Isn't that what expert IS for?Just like Ironmode, it's a tool to help you prevent breaking your own promises. If you can just flip it off with a switch ingame, the tool to achieve this has just become useless. And the entire expert mode can be scrapped in favor of "people just agreeing with themselves" since about every option there is is just to enforce that on players. "I want hardcore dead"... "nah, too hard, let's just switch it off for now" Well, there you go, you've just murdered the sole reason why Expert mode exist in the first place. If people trusted themselves to limit themselves, such options wouldn't be needed in the first place. I thought it was a tool to add additional behaviors and functionality to the game.
  13. Fixed it for you. High grade caffeine extracted from the finest columbian coffee beans. Delivered via sterile IV drips, all tended to constantly by an alert but sexually ambiguous NP named Bertra, and restocked nightly using an repurposed assault vehicle driven by a team of obsessed gamer nerds.
  14. I think a 2D map with some after effects, like floating clouds, birds, some ambient audio based on your location would be enough to "dress up" the plain 2d representational map. From a budget perspective, a relatively straightforward approach to implement a world map would be to use the existing area view technology, but change the scales. That would provide a 2D map with baked in shadows, providing visual depth.
  15. I did post something along these lines no one bit. Also with the deep stash and on permanent death mode if you loose a couple companions and have to go to adventure hall to make more. It might be nice to have a store of items if you are going to try for a different comp. Yes, I've suggested this as well. To me, it makes a lot of sense and will add to the sense of connection with your stronghold. A panel with a grid of key NPCs vs. equipment slots would allow you to manage it, then have the loyalty of your stronghold personnel be partially impacted by how well equipped they are.
  16. I would only want this if it is a setting you pick at the start of the game: whether to allow changes to expert mode or not in-game. Otherwise I strongly disagree. I want to be able to change the settings if I find they result in tedious game play and ruin the experience, rather than having to start over. There's no reason that lack of inhibition by some players should be a reason to punish and control everybody else. Just agree with yourself not to change the settings, then stick with it.
  17. Regardless of the variation of the Endless paths of Od Nua in time, space, theme, and character, having something to tie the parts together would be good. Perhaps a common symbol that shows up from time to time, or a commonality in style. Mayhap a stone worm--symbolic of death and decay--that winds its way through the dungeon, peeking out through the occasional wall or floor, pulsing with mysterious magic and glistening with cool sweat. The entire dungeon could be fitted with an ingenious system of mirrors and vents, designed to deliver light and air into the depths. Maybe these have fallen into decay, forming pockets of darkness and bad air.
  18. Yeah, there's ridiculous levels of ported cr*p in Fallout 3/NLV. IIRC, I think Josh has mentioned you could choose talents that allow you to expand your equipment slots. Or was it 'top of the pack' slots? So, somewhat similar in concept.
  19. Its a nice idea, especially if it were tied into damage levels versus boss monsters. Perhaps you might influence a bard into retelling the tale of the amazing victories earned, thereby multiplying the reputation? A reputable weapon could, say, allow you to earn special upgrades for that weapon that might not otherwise be available.
  20. Send in the rogue character and use the escape ability, use a barbarian's wild sprint ability, and/or focus multiple ranged attacks on the wizard. A ranger's marked prey ability would help with the last. I think.
  21. During the interlude, Spain was getting heavily plastered and began smashing bottles over its head. Impressed by the display, Germany and Russia supplied Spain with ever larger bottles. With its scalp now a bleeding mess, Spain passed out and missed the entire show.
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