Everything posted by rjshae
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Josh says: PoE's Fighters and Rogues aren't boring
How would that work in reality? Unless you are employing magic, you can't ignore the physics of inertia.
- The Kickstarter thread (PnP edition)
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Suggestions On how to make Melee (rogue/fight/pal/barb) More Compelling
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.
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The Funny Things Thread
Oh... that's what twerking is for. Thanks for the enlightenment.
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Josh says: PoE's Fighters and Rogues aren't boring
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.
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Defence/Deflection rating for weapons
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.
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Josh says: PoE's Fighters and Rogues aren't boring
Possibly the play of the Fighter and Rogue will benefit from the Talents they haven't added in yet...
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Josh says: PoE's Fighters and Rogues aren't boring
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.
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Toggling XP Systems - For a Peaceful Co-Existence!
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.
- Next Obsidian Kickstarter
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Icewind Dale: Enhanced Edition Announced
Played IWD a couple of times; didn't enjoy it nearly as much as BG. I'll take a pass on this one.
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Attributes: The case for turning Might into Strength, and improving the whole system in the process.
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.
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Class diversity in D&D vs P:E
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?
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RANDOM VIDEO GAME NEWS
Waiting for the VR face-hugger simulator...
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Off-putting design choices (names and races)
Godlike: Hey, we don't serve their kind here...
- Feat suggestions
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Class diversity in D&D vs P:E
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.
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Should high intelligence decrease spell casting time
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.
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INT = Wild Magic?
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.
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Ideas for games please steal them please create this
So... a detailed, tactical, action side-scroller, using every key on your keyboard. With vomit.
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Should high intelligence decrease spell casting time
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.
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Crowdfunding is now over!
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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Change godlikes to add true varity.
What's wrong with role-playing a generally unliked character? I don't think you would want to make the abilities of the god-like too attractive, or it will be the go-to character for min-maxing. Hopefully they have it carefully balanced. What might be a concern is at higher levels where helms/circlets/hats start to provide some pretty useful capabilities. They may need to add one or more upper level ability boosts in order to balance that out.
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Superweapons
Suggested before: feed your less powerful items to the stronghold leaders. It will improve their loyalty and strengthen the defenses.
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Adult females overthrown teen males as largest gaming demographic
The smarter marketeers might look at: number of active gamers in a group -times- the amount of money the group spends on gaming. If a group has a lot of gamers but only buys a few cheap mobile games to play over and over, then that group may not end up having as much influence as you might think. OTOH, there's probably going to be another hype cycle with a lot of following the herd.