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rjshae

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Everything posted by rjshae

  1. "But it was just so adorable when it was a baby..."
  2. 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.
  3. 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.
  4. Having the lion attempt to drag off the downed body would be a nice AI touch...
  5. 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.
  6. 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.
  7. I'm just blown away by the fact that it took them seven years to realize it was going to be fun... yeesh.
  8. True, if perhaps infrequent. So it should really be a part of the AI scripting.
  9. 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.
  10. True, but it's also missing from a number of PnP RPGs as well. Drakensang: TDE implemented a pretty decent wounds system.
  11. 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.
  12. 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.
  13. Here's a list of the top ranked modules available from the Neverwinter Vault, if you are interested.
  14. There is no radial menu added but I'm wondering, what patch are you using? The autopatcher used to work great but now that the related websites are shut down, you can only patch to a certain number. The last patch released was 1.23 I believe. I *think* you can find the patches online somewhere and apply them manually *somehow* but a more knowledgable person would have to show you how in that case. It's worth it I think as there are some nice additions added in the later patches. If you have an older release, then you have to load the patches manually now--here's a source. It's much easier just to grab the latest combined release off GoG for about $25.
  15. In my mind DLC often seems to equate to side quests--I much prefer content with a broader scope, so I'd rather see an expansion pack with a longer story arc and new features. Not that I have an issue with DLC per say, but I typically wait until all of the DLC is available in a single release. For that reason, the continuing release of DLC has caused me to hold off on game purchases.
  16. CLANG Kickstarter officially called it QUITS. Kiss your half a million $$$ in donations goodbye...
  17. Yes, I like your thinking on this. If I were engineering it, I'd probably want to put explosive or gaseous traps in a place where it is likely to catch a large group. Such as along a tunnel where an enemy invasion force sneaking into a castle. I'd also want to put some safety markers on the area trap and add a means to turn it off, so I can use the passage as an escape route. For your valuables, a poison needle probably makes more sense, or else an electrical discharge--something the owner can counteract or endure should they accidentally set it off. If you are protecting a camp, then either an alarm or an entangle trap would be useful. Old tombs would use simple, mechanical traps that are devastatingly effective, so that they work more reliably over long periods of time. A dwarven tomb might also have a reset mechanism on its mechanical traps. Swinging door pit traps are one way to do this.
  18. The dwarven ranger with the white wolf reminds me of San from Princess Mononoke...
  19. Actually I followed a suggestion on the Larian boards and deleted the 'Larian Studios' folder in My Documents. After that I was able to find the two new characters.
  20. Played it so much that I had Lode Runner dreams. Weird, huh? Anyway, sad news.
  21. I'm a Fallout series fan, and I don't plan to hold that against Wasteland 2. I like what I've see of it thus far, and the game play is different enough from Fallout to be held to different standards.
  22. Not sure if this was brought up during the previous (long) thread, but apparently some people have had problems with the new DLC> (I would be one of those.) A player has to start over to get the new content--not good--and then the DLC activation has been unreliable. So I restarted the game, covered the same areas, only to find no new companions. At this point I'm going to shelve it for a while until they get the kinks worked out because I want to play with those two additions.
  23. True, but everyone else gets that skill, too, and nothing prevents you from essentially maxing it out with a non-Fighter. That, and unless swimming a river or jumping a gorge helps the Fighter's combat effectiveness, a huge portion of "adventuring" will go completely neglected by the fighter's chief contribution. For the record, I'd love it if those things actually contributed to Combat in some way. Just hypothetically speaking. Yeah, well here's wishing there were more skills and they were attribute-based so that the classes could specialize more. But it doesn't sound like we're getting that.
  24. It sounds like there will be more opportunities to use the Athletics skill in PoE. In the D&D PnP game, that was one of the Fighter's chief skill contributions--swim a river, jump a gorge, climb a tree.... So in that sense they may prove more useful.
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