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rjshae

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Everything posted by rjshae

  1. ^^^^ Part of the problem comes from restricting class names to single words. You can get a lot more colorful with 2-3 words.
  2. Tactile Rendering of 3D Features on Touch Surfaces, from Disney Research I can think of any number of uses for this...
  3. Now there's a feature that never really gets much use in the IE series: choosing primary/secondary colors for your character. Once you start wearing armor then your color selections become fairly useless.
  4. Only with the right makeup...
  5. A better approach to designing a multi-classing system might be to build it that way from the ground up. That is, start with the assumption that a character will always be built with two demi-classes, then manage the special case where the demi-classes are the same class. (I.e. add in additional options and benefits for specializing in a single class that compensate for the fact that your character is less flexible.) A variant of this approach would be to have a major (67%) and a minor (33%) class, then allow a character to take three minor (3x33%) classes... with some limitations.
  6. I'm not sure that a game about a virtually empty desert world would be worth playing, or even be considered "space opera".
  7. Hopefully you folks are planning ahead for an HD release several years down the road by saving the assets in a higher definition form.
  8. Something I wouldn't mind playing is a game based on a family heritage. You start off with the character in the current game; after much struggle he gains a stronghold, power, and a record of achievement. Then he settles down and has a parcel of kids. Maybe a disaster happens and the family becomes scattered to the four winds: the second game plays the role of one of those kids trying to figure out what happened, working to locate family members and recover her family name, then gaining revenge on the blackheart who devastated her family. The third game could be about a black-sheep cousin who became lost to the family. His adventures are about what shaped his destiny, and how his soul is tied back to the originating character.... &c. If you build a heritage plot in this manner you don't necessarily need to scale the game to epic levels, but you still create a story that links together between the different releases.
  9. The tl;dr version:
  10. Multi-classing in D&D seemed like a cludge designed to allow the type of flexibility that later became more readily available with a skills-based system. The problem is that multi-classing hard to balance well. An improperly balanced multi-classing system favors a min-maxing approach, making it more of a zero-sum game than is preferable for the role-playing experience. (I.e. it encourages munchkinism.) To me, as long as there is sufficient flexibility of design in the system, then the multi-classing cludge isn't really necessary. Of course, that approach introduces a whole new set of balancing issues.
  11. That's mechanically too similar to the Monk, I'm afraid. I don't think that's a problem. The monk wants to get damaged, so it's an incentive not to wear armor. The cipher with this power up wants to get hit but not significantly damaged, which suggests wearing damage-absorbing armor.
  12. I could imagine the Vithrack being able to command herds of insects with their minds. Perhaps they have even domesticated and selectively bred some, so that they start to resemble the insect form of farm animals. Giant bovine-spiders could produce non-sticky silk that can be woven into tough fabrics. Giant beetles repeatedly shed their shells, producing tough materials that can be chemically reshaped into bowls, cups, and so forth. Giant canine-wasps round up the bovine-spiders and serve as watchdogs.
  13. For Epic levels, the average exploration and encounter approach isn't going to cut it. Your power levels are beyond nearly everything you're going to face in a typical location. I think you need to travel to where the challenges are, which may mean moving to distant locations around the globe, or leaving the globe altogether and going to another plane or realm.Perhaps elevated souls are directly tasked by the gods to accomplish great things, meaning you'll become an agent of a deity and be sent against the greatest perceived threats? If you succeed, then your soul will ascend to wherever it is elevated souls go.
  14. They just keep on coming. Nothing really grabs me in this group, but tastes vary so here you go: Dragon Kings -- A rules agnostic fantasy game world, with PDF rules supplements for Savage Worlds and Pathfinder. Currently at $20,226/$29,000 with 40 days to go. Darklands: First Edition -- A skirmish miniatures wargame in a fantasy setting. Not really a RPG as such. Succeeding at £77,020 with 12 days to go. Aeon Wave - A Cyberpunk Scenario for Fate Core -- Pretty much what the title says: a single-shot or short run cyberpunk scenario for the Fate Core game system. Includes a downloadable sample. At $833/$1,000 with 27 days to go. Amethyst - Fantasy & Technology Collide -- Reboot of the setting for Pathfinder and D&D 4e. At $1,540/$8,000 with 27 days to go. CBL: Characters-By-Level for Pathfinder RPG -- "Pathfinder compatible pre-generated NPCs that come with Hero Lab portfolios and high quality character art files." This is a monthly subscription. At $681/$13,000 with 27 days to go. The Unhallowed Horror Fantasy Roleplaying Adventure Path -- "A three part horror fantasy adventure path for the Pathfinder Roleplaying Game!" At $2,021/$5,000 with 27 days to go. Kromore 2145 RPG -- "A new Space/Steam RPG Tabletop Game." Failing at $10,700/$20,000 with 3 hours to go... March Against Darkness -- "A gritty medieval roleplaying game with an easy to learn and play system, and a richly detailed world." Succeeding at $4,320. Josiender Rulebook and The First Saga -- "a fantasy Tabletop RPG featuring multilayer puzzles, rich ecosystems, ever-progressing timelines, and the Discipline System." At $1,127/$9,000 with 25 days to go.
  15. I just wish they'd do something about the cr.ap still cluttering up the inventory window in BG:EE. I know they added a "save note" function, which helps a little, but all of the other sundry quest items still take up space and you never quite know when to dump it.
  16. I have mixed feelings about this, so I'm undecided whether to support. I enjoy the Sci-Fi genre in general and CRPG, but I'm not sure whether I'd enjoy this particular mix as a JRPG-like game. Anyway, they posted this in an update:
  17. On a second thought, yes, a bit more subtlety would immensely benefit the flavor of the class. But that would limit its tactical versatility, I guess, so... meh. Along these lines, one thought that springs to mind is that the ciphers could have invasive powers that don't always trigger combat. I.e. you can see where an arcane missile is coming from so you know who to attack, but if a mental thrust invades your mind you might not know the source. It may make a target more watchful, but he wouldn't necessarily go after the party (unless they are the obvious source). Likewise, the same powers could be used against the party to soften them up before they even know where the attack is coming from.
  18. we know little about them outside of combat, maybe that's where they're more interesting. What the heck is "standard magical fare". I have to admit I've never run across it, but perhaps I've just spent too much time in reality. AoE damage, debuffs over time, some sort of necromantic life drain spell, etc. Well, to give a mundane analogy, hand grenades, sonic projectors, artillery shells, and mini-nukes all produce AoE damage, but you'd hardly consider them the same, would you? I'd expect the different forms of soul-based magic to vary at the detailed level--in how they are powered, how often they can be used, under what conditions, their targeting methods, special effects, and so forth. What I'm wondering is in what specific manner would you expect the soul-based powers of a cipher to differ from the other classes?
  19. we know little about them outside of combat, maybe that's where they're more interesting. What the heck is "standard magical fare". I have to admit I've never run across it, but perhaps I've just spent too much time in reality.
  20. Honing Our Skills, update #36: news about attributes, skills, and the pending beta release.
  21. A primarily drama-based show like Cowboy Bebop wouldn't necessarily translate well into a computer game. The scope would likely need to be significantly modified.
  22. According to Josh Sawyer they are. Most of the anecdotes are over at Something Awful though, but Gamebanshee's Project Eternity social round-ups catches some of the quotes usually. What I've read from Josh says rogues are better at "spike damage". High level rogues in D&D were better too, assuming they got a backstab.
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