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rjshae

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Everything posted by rjshae

  1. Note that the Kickstarter was pretty general in the descriptions of what they said they would deliver. Thus far I haven't seen them stray from that broad vision. People who are disappointed need to go back to the original presentation and see what it actually says before they start making accusations about what Obsidian is delivering.
  2. Do you know that original Syndicate(1993) involved capturing resources, conducting research and equipping your agents and also capturing human material for future agents? That is exactly what strategy is. Okay, but how is that relevant to the current Kickstarter? The description does not appear to mention such strategic elements.
  3. ^^^ The "Strategy game" statement actually lowered my interest until I read further. Other than having an overarching strategic goal, which many CRPGs have, how is it a Strategy game? It doesn't sound like the player is controlling large forces at the operational level.
  4. Whenever I play a game with potions I almost always seem to end up using them a lot less than I probably should. The exception is usually potions in games where they are frequently necessary to survive combat, such as healing potions in DA2.
  5. Well, the style used isn't all that different from historic maps. For example: I think it's meant to be more representational than precise. A hand-drawn look for the icons would probably be more attractive though.
  6. It looks pretty faithful to the original map. The biggest change was fixing the rivers.
  7. Per an April Kickstarter update, the Numenera setting corebook and player's guide will ship in August. Here is a summary written back in March. The Numenera kickstarter took in US $517,255; pretty good for a RPG setting.
  8. Except few civilizations used the English longbow other than the English, who were still a bunch of island-bound savages to a good Continental. And rate of fire is of little benefit if you can't penetrate armor consistently. True, but... getting back this game, fantasy CRPGs often include both longbows and composite bows, even though neither were common in continental Europe. I think we can take them as a consideration until we hear they have been excluded.
  9. Yep. However, the gun also has several advantages, it can store and release the energy with a trigger pull like the crossbow, it can penetrate the front of a plate armor, penetrate the knights body and often even exit the back of the plate. Very few weapons could do that other than firearms, like the cumbersome huge siege Arbalests.A lowly peasant with very little training could kill a knight which were almost invulnerable back then. Funny, a similar complaint was levied against the crossbow--a weapon that took a week of training to master and was used to great effect, in combination with pikemen, against mounted knights. That's war for you. I think the point here is that the party is portraying highly skilled combatants who can take advantage of weapons that take a long time to master, giving them an advantage under most conditions. That lowly peasant would probably be dropped before he ever got close enough to be accurate with that gun.
  10. Yes, good writers can sometimes produce poor endings. Then again, poor writers are much less likely to create good endings.
  11. Perhaps even an NPC who will show up on more than one occasion and continue into the sequel? There's bound to be one or two NPCs whom the players dislike the most, so a potential future replacement character or two may be useful.
  12. The problems with early firearms were the poor accuracy and low rate of fire. A skilled bowman with a longbow or composite bow could put up a much more effective rate of fire. Ref.: The Puzzling Evolution of Guns vs. Bows
  13. Sleeping Souls In rare circumstances, a body may host more than one soul. In some cases these souls are cooperative, blending their natures to form a single, cohesive whole; in other, the souls are in conflict and one of them will usually become the dominant soul. In cases where one of the souls is exhausted of its energy or otherwise rendered incapacitated, another soul may briefly emerge. This awoken soul may have a completely different persona and nature; usually one that is less talented because it is unpracticed at being in control of the host, but can likewise be more innocent and trusting.
  14. Hire good writers. Personally I'd like to leave the game with some sense of closure and a feel of having accomplished a meaningful task, but with a few lingering questions and uncertainties to be dealt with in a future sequel.
  15. I'd imagine a PnP version may need some simplification of the mechanics. You can do a lot of background calculation in a CRPG to determine things like radii of effects or damage results, but it may be much fun for the GM to do that.
  16. Pretty much. If they were building a realistic, real-world, modern-day simulation then the advancement rate should probably be slower.
  17. There are other ways to measure such things. Can that world heavyweight boxing champion simultaneously take on sixteen decently capable boxers, say, four at a time? He might take down half of them but eventually he's going to succumb to all the pounding.
  18. I don't think so.. As an example: a 3.5e D&D fighter going from level 5 to level 6 gets a +1 BAB increase on top of their existing +5. That's roughly a +20% improvement in the combat department. The hit points increase by a comparable proportion; other capabilities perhaps not as much. I'm just saying why not use an exponential improvement scheme?
  19. The Witcher did a nice job with some of the ambient stuff. Not sure this project has the budget for that type of miscellanea though. Maybe it's something the modders can add in later?
  20. If your character's overall capabilities improved by an average of 15% every level, then you would double your capability every 5 levels. I'm guessing that's roughly the improvement rate in D&D when you take into account BAB, hit points, saves, skills, feats, special abilities, and equipment. Of course, magic is the exception to the formula.
  21. It might be useful if I could set some filters on the type of loot that I want to collect. Good quality arrows = yes; masterwork daggers = yes; smelly goblin codpieces = no; ogre's arse wiping brush = no. As we go up in rank, dealing with rusty weapons will lose its appeal, so being able to tune that stuff out will be expedient. Perhaps have a loot filter dialogue with general loot categories (each slot, scroll/potion expendables, and treasure) and matching slider controls so we can set the quality of loot we want to pick (ranging from low quality unsellable crap to masterwork or better).
  22. Frame 6 suggests that dynamic lighting of the characters has not been implemented for indoor areas yet--the character's shadow is pointing in the wrong direction. The outdoor camp scene looks correct though.
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