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rjshae

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Everything posted by rjshae

  1. More projects: DemonWars: Reformation -- This is an old-school tabletop RPG focused on fast set-up, engaging combat and open-ended non-combat action. It is located in Corona, the setting for 11 R.A. Salvatore novels. Successfully funded at $88,245. Beyonder RPG: Imagine With Us -- A new world setting ruled by ten races, including humans; instead of the standard classes, players choose their characters based on one of six energies. Features some nice artwork. Currently at $2,755/17,500 with 28 days to go. The Covetous Poet's Adventure Creator and Solo GM Guidebook -- "A supplement to help tabletop roleplaying GMs create adventures and to allow players to play solo games with any RPG as both GM and PC." Currently succeeding with $3,674. The Robotic Age RPG -- "An original role-playing game about androids and cyborgs squaring off with plasma cannons and energy swords." It features some decent-looking artwork by Daniel Olsen. Currently at $1,663/$7,000 with 30 days to go. The Fastest RPG I've Ever Played - Abstract Dungeon -- "A fast and simple roleplaying game. Create a character in five minutes and go on an epic adventure in two hours." Currently at $2,186/$3,000 with 7 days to go. Mazaki No Fantaji Role-Playing Game -- "A cinematic Tabletop RPG inspired by stunning anime and immersive JRPGs, using qualitative stats and a unique, tile-based system." Currently at $5,016/$16,000 with 24 days to go.
  2. While not a fan of the idea of newly-made potions expiring, I do think that over lengthy periods of time a potion can and should degrade to the point of ineffectiveness. Finding a few old, crusty bottles of mysterious caked powders in among the ruins would add to the level of verisimilitude. Taking those containers to a skilled alchemist may allow for re-discovery of an ancient formulae.
  3. There's various ways they can tweak the economy so that the stronghold doesn't flood the player's coffers. For example, they don't necessarily need to give the stronghold income in the same currency as the remainder of the game. Taxes could be in a form that provides greater benefit when spent on the stronghold and its residents than elsewhere in the game. Food, for example, could be stockpiled in the grainery, then either spent on the stronghold and its employees, used to withstand a potential siege, or converted directly into gold for a net loss (50%? 75%?). Likewise, the player's gold can also be spent directly on the stronghold if the funds need bolstering.
  4. Do you suppose there's an animancer who has figured out how to reincarnate his soul into a living vessel so he keeps coming back, over and over, like an evil Dr. Who? Somebody like that can devise plots lasting many lifetimes, creating plans and schemes that only the gods can know...
  5. ^^^ Reminds me of the old miscibility rules for AD&D. I don't really find the concept of healing potions themselves to be an issue: it's just a feature of the specific setting and presumably the game designers have taken them into account. What I do find lacking in some games though is a sense of verisimilitude. Instead of all consumed potions immediately taking effect, a potion queue could be used allowing each consumed potion to take effect once the prior ones have been triggered. This would put more weight on players choosing when to consume potions and in what order.
  6. I agree with the general idea that having just a few binary choices for upgrades would allow a lot of replay variety. Something I've also been wondering about is whether we'll have the option to add a shrine, and which deities we'll get to choose between.
  7. If you take the stronghold, then presumably certain additional quests would become available to you. If you do not, then, by a certain point in the game, perhaps the target(s) of one or more of those missed quests could move in and take over the stronghold. An example might be a bandit overlord that you would normally have faced in a field somewhere; instead, you must battle your way into the now-reinforced stronghold and defeat him there.
  8. That video was very namaste...
  9. I suspected that was the case, but I don't think it's ever been clarified one way or another. Still, owning a separate house might be useful plot-wise somewhere along the line. It could serve as a safe house for somebody you rescue, or perhaps you could sell it off to help finance your stronghold upgrades? Alternatively, if you lose the stronghold to enemy forces, your house could then serve as a backup base. Worse case, your house gets incinerated by a dragon some time after you gain the stronghold.
  10. Probability wise, that's true. I just wonder what it will do for the verisimilitude to have every single ranged attack doing some damage, regardless of how difficult the shot? Arrows have effectively become shotgun blasts.
  11. Plus take a look at what you get for the contribution levels. $25 for the first 3-5 hour episode. Mmm... no.
  12. Maybe it takes quite long to upgrade it. Also sounds like something you'll be wanting to work on all the time, an actual key part of the game, so it'd be pointless to not add it in until late in the game. Exactly. Plus we don't know the background yet. For all we know it may not start off as a good thing for the player; an abandoned stronghold isn't necessarily an immediate benefit in the broader sense. I.e. why was it abandoned? What responsibilities are the player taking on by acquiring it? Is it in a remote location far from the seat of power? Are there dangerous and ambitious enemies nearby? Are you gaining a title with the deed, or are you initially just the caretaker? Will you have to woo and marry some noble's daughter in order to gain your title? &c.
  13. The treatment of your prisoners could all be handled via a dialogue with your jailer. Graphically I don't see a need to go much beyond that. Leaving it to the imagination seems sufficient.
  14. Great! It's good to hear that you're putting lots of work and detail into the Stronghold design. At first I wasn't all that sold on the idea, but this level of development makes it sound like it will be a very worthwhile addition. Thanks for taking people's ideas into consideration (or at least following similar lines of thinking)--I recognize a few of the suggestions that were posted in this forum.
  15. Kind of cool looking... "Sword of the Stars: Ground Pounders is a hex-based, turn-based strategy war game set in the Sword of the Stars science fiction universe. Players will command the tanks, air craft and infantry assets of three different playable factions, fighting battles and campaigns from the Hiver War era, 2408-2436." "Inspired by classic strategy games like Panzer General, our ultimate goal is to create a title which can be played on multiple platforms, and is enjoyable in both single-player and multi-player modes." Currently at $8,636/$42,000 with 24 days to go.
  16. For the poll: all of the above, and... none of the above. It's useful to draw upon historical examples as they provide a sense of familiarity to the player. However, it's a new world setting that has followed its own development path. Thus I'd be okay with some really unique touches that don't fit our experiences. All I really expect is a certain sense of consistency, with an underlying rationale of causality--a chain of cause and effect.
  17. I guess some stone blocks, wooden scaffolding and a medieval winch would be fairly easy to implement. The developers could just clone those and move them around (as an overlay graphic) each time the player visits.
  18. Personally, I prefer to think of Lady Gaga as an artsy rather than weird...
  19. That would be interesting, but personally I don't think I'd like the end result as much as a fully painted portrait. I also have some doubt that it would be more efficient, but that would depend upon how long it takes the particular artist to paint them. My guess is that it would actually take more time. Really? Well thanks for the wild guesses. You've saved us the trouble of finding out whether touching up a digital image takes longer than painting it from scratch, or whether the results will be visually appealing. We can scratch off that technique from the P.E. production methods.
  20. Presumably the characters in BG2 had been through more combat than in BG1. More combat = more scars.
  21. I'd like to see the same illustration techniques used with the game area be applied to the portraits. I.e. start with a 3D model, convert it to 2.5D, have an artist touch it up and make it more lifelike, then apply the current in-game lighting effects to the illustration. If they use the same hi-res mesh that was employed to make the character skins, then they'd have a realistic 1-to-1 match with the in-game figures. Plus the technique may be more efficient than a pure oil painting approach, allowing the artists to produce a wider range of portraits to choose from.

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