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Everything posted by rjshae
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It would be nice--if not preferable--to be able to apply metamagical properties to a spell by expending extra stamina and/or increasing the casting time, rather than requiring a higher spell level. In fact, all three options seem viable: say, doubling the stamina cost/bumping the casting time/increasing spell by a level, could all provide a level's worth of metamagic bump.
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Too combat-focused?
rjshae replied to Ieldra's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
wow. low blow. people can have reservations without being a backer. in case you are worried about my backer status, i am a backer. No, that wasn't intended as a low blow and I wasn't concerned about your backer status. It was applied logic. -
Game Mechanics etc.
rjshae replied to cornishr's topic in Pillars of Eternity: Stories (Spoiler Warning!)
n/m -
Too combat-focused?
rjshae replied to Ieldra's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It doesn't look like you're a backer, so why worry? Wait to read the reviews and see if the game sounds to your liking. -
Game Mechanics etc.
rjshae replied to cornishr's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Actually I'd prefer some imbalances during combat because they create interesting tactical situations; as long as those imbalances even out over the long haul. I.e. a class that is weak in one combat should be strong in another, making you think about how best to use each character. Absolute balance is kind of boring. -
Class abilities: ADnD vs DnD4
rjshae replied to Frenzy-kun's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't think it's quite that bad. But with D&D being the historical baseline by which all others are compared, it was only natural that newer systems would try to correct the limitations and imbalances of D&D. -
Too combat-focused?
rjshae replied to Ieldra's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I just hope it's not going to feel like the bland, neutered skill system in DA:O. -
One might explain it way by saying that the morph reshapes the gender-specific features. I.e. both males and females reshape into a singular animal form. After all, human gender characteristics aren't necessarily in the same form on other animals.
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Note that all the developers said was that this is a "cat" form; there's nothing about a werelion or a werebobcat. But I agree with you about the genderless appearance.
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AFAIK, they still get familiars as one of their starting abilities. Right, I'm aware of that update, but they haven't been mentioned since then, and we already know that some of the other classes' abilities have been changed in the meantime. I'm skeptical that they would do away with something so well established and unique to the flavor of the Wizard class.
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Level cap and pacing
rjshae replied to Shadowmant's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It's entirely a matter of how much you advance at each level. Yes, if you're used to a game like WoW, 12 is pretty low. But this isn't WoW. The early gold box game Pool of Radiance had a level cap of 8. Baldur's Gate had a level cap of 7; then 9 with the Sword Coast expansion. 12 seems pretty decent by comparison, plus we'll be getting the expansion later on. -
AFAIK, they still get familiars as one of their starting abilities.
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Heh. Well the "YOU'RE" is wrong, anyway.
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You're suggesting that druids, modeled after the celtic priest class, shouldn't get any priestly spells? That doesn't make sense. Some overlap in function is fine for game-play purposes, particularly since you are limited to six characters. The classes only need to be sufficiently distinct to feel unique; they don't need to be completely different in every aspect. The latter approach is too clinical.
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Too combat-focused?
rjshae replied to Ieldra's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Well....if class only determines how you fight, not who you are, then every non-combat aspect of character customization should be completely independent from class. Is it? I see how this approach gives you more freedom to roleplay different kinds of cahracters, so I agree it might be a good way to do things, but it will make some instances of class-specific restrictions even less tolerable than before. For instance, mage robes... the damned things have been in almost every game, and nowhere do they make the least bit of sense for an adventuring mage. If PoE will let my mage wear a sensible outfit, then I'll know they thought this "class is only about how you fight" through to the end... Every class will be able to put points in any class, but each class has a set of skills that receive a starting bonus. Thus your rogue would get a head start in, say, a Stealth skill. As long as he keeps putting points in that skill at every opportunity, he will always be better at it than a class that doesn't get a starting bonus in that skill. My understanding is that any class can use any type of weapon or armor in this game--they just might not be particularly good at using it. If there is a mechanic for item enchanting in this game, I suspect that this may have some class limitations. Or at least prerequisites that can only be satisfied by specific classes.