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rjshae

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Everything posted by rjshae

  1. Wouldn't a feat/talent be sufficient to reflect that degree of training? Once you're proficient at moving in armor, is there any further benefit to be gained? You can only approach your ability to maneuver without armor; not exceed it.
  2. Something like a herbal palliative should be easier to concoct and obtain than a true cure. A druid can construct a balm that alleviates the symptoms sufficiently for a character to continue to struggle through until the party decides to return to camp. For magical cures, my feeling is that such a cure should be met by disease magic resistance. A cure disease spell may or may not be completely successful. It might only reduce the effects of the disease to the point where the character can recover on their own. So that would be my put: they can give the players various tools for alleviate the symptoms of poison or disease, but make a complete, rapid cure more difficult to obtain. In extreme cases, characters may have to pay for rest in a hospital for some period of time before they can fully recover.
  3. I think this is wrong. If you are to chose 5 companions out of 8 companions, without assigning importance to the order in which they are chosen, then I believe you should use a combination C58 = 8!/[(8-5)! * 5!] = 8!!/(3! * 5!) = 1*2*3*4*5*6*7*8/(1*2*3*1*2*3*4*5) = 4*5*6*7*8/(1*2*3*4*5) = 6*7*8/(1*2*3) = 56 This is quite different, but still, playing the game 56 times is quite a feat! Correct me if I'm wrong, but I do believe this is how you're supposed to see the stats. So there would be 56 possible parties of 6 people including the player character. If you want to add possibilities of soloing or using less party members, then I'll redo the stats a little later. You may be correct. My probability skills are thirty years old and pretty rusty.
  4. 8-choose-5 = (8!3!)/5! = 8*7*6*3*2 = 2,016 possible party combinations. That should may for a little bit of replay value.
  5. ^^^ Fortunately it's normal diet consists of Russian Mig fighters.
  6. ^^^ Possibly maximum Stamina could be set equal to: something based on your current (Con-based?) Health + something based on your (non-Con) physical stats + something based on your level. In that case, a low Health would translate into a lower maximum Stamina. However, the net result of such a system may cause players to return to camp more often, so it would need some tuning.
  7. More voice acting, especially voicing everything, would simply mean less money for everything else. I like voice acting in my games, but it depends on wich game. As I understand it important characters and moments in the game will be voiced, and that is all I need. There was a past discussion about the possibility of creating a mod to include amateur voice acting, but that would likely depend on the developers including that capability in the game.
  8. It is interesting psychologically how some gamers can have such strong preferences with regards to dwarves, yet others find elves to be unbearably passé. Perhaps it is the beard: a masculine threat feature enhanced by length, whereas the elf is beardless. Or maybe it's the behavior: the dwarf is gruff, stubborn and aggressive, whereas the elf has perhaps more stereotypically effeminate attributes? Hmm... I'll probably get myself in trouble with this line of reasoning.
  9. Those are some interesting implications. But I do have a few questions. Should strength, dexterity, or any other stat interact with such a skill? Should heavier armors like plate have a higher maneuver check and if so should armor dependant classes like the fighter start with points in maneuver. For the first, I'd say whatever stat would interact with the proposed Armor skill. For the second, I'd say that it would be a favored skill of a fighter just like sneak would be for a rogue. Remember, the designers are not limiting skills based on class. A wizard spending points on maneuver would be no different than a fighter spending points in lockpicking. An armor skill by itself would just be a means to hinder armor use by non-fighter classes. Plus it's not clear that an armor skill is all that valuable. It needs to be balanced out with the other skills.
  10. I'm not sure that the players would ever notice what algorithm is being used to generate random outcomes.
  11. How about just having a general Maneuver skill that deals with movement while encumbered or constrained? Armor/Load is compared to the Maneuver skill to see if a penalty is applied. The same skill can be used to overcome spell effects such web or grease.
  12. My understanding is that each class will have a specific set of skills for which they will automatically gain three skill levels the first time a skill point is spent. Otherwise, the skills are not class-specific.
  13. I don't believe the developers have actually mentioned whether they are going to use mana.
  14. I received several e-mails about this and probably some others did as well. Anyway, they have easily reached their goal, and a bunch more. http://www.kickstarter.com/projects/enworld/rebuilding-en-world
  15. A couple of updates posted: http://www.kickstarter.com/projects/1312036782/project-awakened/posts They're promising a big "create-a-player" update next time. Currently at $84K/$500k with 25 days left.
  16. No snow here; just freezing fog. We've had a whole bunch of it this year for some reason. It makes walking uphill in the early a.m. a pain in the rump.
  17. Pools of Radiance. On the Mac. Man I waited forever for games to come out on the Mac back then.
  18. I think you have an old calendar. Time to throw it out.
  19. While i agree with you there i feel like the current model looks too human. You could have easily said that this was a human model and you wouldn't take a pause to disagree. So while it's not stereotype it's not really new either. Ah... well I'm still not seeing a problem, but we all have our own preferences. Personally I thought it had neanderthal-like features. It seems distinctive enough for this game's purposes. You're not exactly going to be seeing a lot of detail at the expected scale.
  20. Hmm I think the developers said the game is going to have something equivalent to the "acts" that were in Neverwinter Nights 2, where only certain areas are available until you get to passed story "bottlenecks". By "acts" I read "unlocked sites". But there's no reason that shouldn't prohibit you from exploring the rest of the map. It just means some locations won't show up until you reach that part of the story. (Like a hidden ruin or some street in a city.)
  21. ^^^ I think these are just some samples to illustrate the work they are doing. Personally I'm fine with playing a dwarf that doesn't fit every stereotypical archetype. It's a new world; new rules can apply.
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