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rjshae

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Everything posted by rjshae

  1. I'd suggest expanding this proposal to include locks and other mechanical devices.
  2. If I had to guess, I'd think the game will have an optional introductory stage and ease you into the details. That's usually the way these types of games function. Beyond that, the game should be plenty long with much time and opportunity to learn the refinements. But if it doesn't prove appealing to you... well no game can be expected to find favor with everybody.
  3. Yes, steampunk getups can be pretty fetching...
  4. APoD: worth following regularly IMO... http://apod.nasa.gov/apod/ap141128.html If nothing else, they provide awesome desktop pics.
  5. Well the AD&D wizards needed toning down a bit: they were way too powerful at high levels. But I agree that diversity in their capability would be quite appropriate to the archetype. As described, those sound primarily like battle mages.
  6. Not a cat... but interested in thread.
  7. Does your equipped inventory carry weight have any impact on combat speed (beyond just the type of armor being worn or weapon being wielded)?
  8. Thanks for the update. Does this mean that every class is now going to receive four starting abilities? Or will some of the existing abilities be modified to be per encounter? (I'm not a beta tester so all I know about the game comes from the updates.)
  9. Cosplay...
  10. Rather than multi-classing in the AD&D sense, how about if they had some racial specialty classes? These would have elements of multi-classing, but are restricted to a specific race or set of races. For example, the human adventurer, elven eldritch mage, dwarven sapper, godlike avenger, orlan scavenger, and aumaua shaman classes...
  11. I don't think that is the final map; it's probably a WiP.
  12. If time is a significant element in this game, then the labor cost of hauling the stash back to the camp could be abstracted by making the rest times longer. Hiring merchants (or laborers) as you suggest, could then reduce or eliminate the time loss.
  13. Why did Wikipedia decide to allow the Oxford comma?
  14. People who like the carry weight limitations in the IE games perhaps did so because it provided a sense of realism. But what was the game impact? Not much really. You had to frequently move inventory around the party and/or throw away lower value crap. If you wanted to recoup the value of that crap, you had to make multiple time-wasting trips across already cleared real estate. This is work for lackeys; it's why you hire laborers. You're adventurers, dammit! Go risk your neck or something... Stash is an abstraction that eliminates a big source of tedium. Game play enjoyment-wise, it seems like a winner to me. Anyway, this has been debated before.
  15. Yes, once a company makes a couple of games that he doesn't like, it makes complete sense to never buy from them again. Never, ever, ever. Period. End of Story. No, he's not crazy. Nope. Not at all. Wait, who are those guys in the white jackets and why are they knocking at his door... let go of the keyboard, son. Take a deep breath. In. Out. Yes, that's it. Now come along with the nice men... that's a good fellow.
  16. Mmm... I thought a strong point of the PoE Wizard was going to be their flexibility? At least that's what I seem to recall from an earlier update. It'd be a shame for them not to have IE spells like Confusion or Fear.
  17. It's predictable that there will be some diehard grumblers trying to stir the pot of discontent at this stage of the PoE release cycle. There's very few (if any) games released that don't displease somebody or other.
  18. Mathematically, it looks like a problem with trying to add bonuses when really the probabilities need to be multiplied. Possibly they could simulate it a little better by computing a weighted sum, with the higher weights being applied to the larger bonuses. For example: 100% * D1 + 85% * D2 + 60% * D3 + 50% * D4 + ... .

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