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rjshae

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Everything posted by rjshae

  1. The two game-bourne romantic figures that I've found even remotely interesting was Tali in ME2 and Triss in The Witcher. The remainder were throw-away episodes. I can live without them in PE. Possibly they could throw in a marriage of convenience, for the sake of a title to the stronghold. Otherwise... nah.
  2. I wouldn't want combat to be so short that tactics don't matter; heck, they could just run a RNG to determine the outcome of an encounter... and where's the fun in that? Combat roughly comparable to what we had in the IE games would be fine for me. Some battles will be short; others should be longer and tax the party to the limit.
  3. I could see the opposite being true as well, where the advanced cipher knows techniques for repairing what is broken in the mind. Over the course of several treatments he may be able to repair an addiction, or at least counter the addiction with a powerful revulsion. Depressed nobles may seek the cipher's aid to alleviate their misery, or a child with a bad habit can be taught to control it. But, even with the self-discipline and mental defenses, dealing with people who have mental issues may be detrimental to the cipher as well, requiring stress relief or even psychic surgery to forget the painful memories.
  4. Okay. Rather than a straight-out disability then, how about a trade-off? You gain a Trait, comparable to those for starting characters in FNV. For example, the hours in the torture chamber have left your body damaged in ways that will never heal, permanently costing you a point of Strength. However, you have learned to withstand brutal interrogation, leaving you hardened and raising your Willpower. Your exposure to the criminal elements also grants you small bonuses to several thievery-related skills and a special combat feat. Finally, as per maggotheart's suggestion, your reputation is modified. There could be multiple traits you can gain from the punishment, with the net result leaving your character modified but not in an unbalanced way.
  5. Battle Surge -- In this state, the barbarian gains a sudden rush of stamina and is able to fight on even when he would normally drop from exhaustion. The surge significant boosts strength but lowers reason by an equal amount, turning the barbarian into a brute-force killing machine. The duration of this effect is dependent on the level of the barbarian. At the end of the surge, the stamina boost is lost, which may cause the barbarian to fall unconscious unless some other means of boosting stamina is obtained. Note that the stamina rush may increase the barbarian's stamina above the normal maximum. But the main intention is to keep the barbarian fighting past the point where a normal combatant would have fallen (like a wild boar).
  6. Something I've been curious about for a while is how close we are to using computer voice synthesis for voice-overs in computer games? I'm sure that human voices are much higher quality, but given the cost of voice-overs, a voice synthesis approach seems like a useful alternative for non-AAA titles.
  7. Ciphers could be at a significant disadvantage against creatures that (nominally) don't have a mind: undead, oozes, and plants. (I'm not sure about elementals and other spirits.) I don't think that the other classes have a comparable limitation. Ciphers will need some capabilities to compensate for that liability: mind-over-matter powers would help, including TK, vibration, and molecular thermal control. The ability to phase shift and teleport about the battlefield would also be of value. Maybe ciphers can augment their weapon damage through mental exertion?
  8. The middle ages weren't noted for their leniency toward criminals. Yet in games like Oblivion, a crime is punished merely by penalties and time in gaol. Obviously a beheading would bring the game to a speedy conclusion. So what penalties should the player suffer if he is captured and found guilty? Would it make sense to implement permanent physical and mental disabilities from the player's incarceration and ill-treatment (torture)? How about permanent penalties from loss of limbs or senses?
  9. Size might not make much sense in a game of this scale. Reach is a question mark. The others will depend on the type of combat system they implement.
  10. There are some nice mods that expand on the NWN2 experience: Races of Faerun pack Kaedrin's PrC pack NWN2 Facelift pack Companion and Monster AI pack Here are some well-received NWN2 remakes you can play: Pool of Radiance remastered Icewind Dale plus many other modules are available. YMMV, of course.
  11. It may not be that obvious. Taking one path versus another can have different balance drivers. Giving equal XP for both options might actually be inappropriate. Hence we can't really know if equal XP makes sense unless we see it in a wider context.
  12. Eh. Would like to be able to reach out and trip up that enemy scout that is running away to warn the main force.
  13. Don't make me quote the entire last two pages of this thread. edit: rereading your text, I did not direct my posting at you rjshae. You used the word "muddle" which I took to mean that it wasn't the most tactically sound of decisions (and probably allows you to beat some(/many?) of the mobs in a normal or easy difficulty) and likely the least effective way. I was directing most of my disagreement toward other posters. Okay. Yes, that is more or less what I meant by muddle. As was more-or-less pointed out by IndiraLightfoot though, if battles devolve into number crunching exercises then it's not going to be much fun. In most cases that trusty broadsword should be able to do the job, even if it is not the "perfect" weapon against a specific opponent. Generally I'd rather resort to weapon switching only in cases where a weapon is clearly not up to the task: like using a rapier against a knight in field plate armor.
  14. It's pretty clear that you did not read the full comments since you're resorting to a strawman argument. To quote, "But most of the time (~80%) I'd rather it be a secondary factor, compared to sound tactics."
  15. The designers can probably make weapon swapping a less optimal tactic by putting in a time penalty for the swap. If you lose a full attack by swapping weapons, then the benefit of the swap may be outweighed by the extra attack you're effectively granting your opponent. Where it (weapon swapping) is probably a more interesting aspect is in cases where the opponent is going to take a substantial number of blows before they go down, such as the traditional one-on-one battle with the enemy's champion. In the case where you are going into battle against a mixed group of less challenging foes, it probably only makes sense to perform a weapon swap once at the start, before the ranks can close. Repeated battles against similar opponents will likely minimize the need for weapon swaps.
  16. So that it too can be overanalyzed to death? Sure, someone has to point out the glaring flaws in the system, while others are too busy mashing the like button or pondering about important things like how many damage types should a flail have, hmmm. Ah, so that's why you can't wait. Shrug.
  17. I'm somewhere in the middle on this. Clearly there are circumstances where it makes sense to swap weapons, such as when you're facing skeletons and you're armed with an estoc, or when you're up against a boss monster and you need every advantage in order to win. But most of the time (~80%) I'd rather it be a secondary factor, compared to sound tactics. A muscular barbarian wielding a great axe should be able to hack down most foes, even when they are protected by the right armor vs. slashing weapons. I like Josh's overall thinking about the combat mechanics, but most of the time I want to be able to muddle through with decent weapons.
  18. There's a lot of actions that can be performed with a TK ability. I once built an item (in NWN2) to summon an invisible servant, which then functioned like a TK power. It allowed you to: Retrieve a distant item; carrying 20 lbs. within 100 meters, or drag 100 lbs. within 20 meters. Open or close an unlocked door. Operate a placeable. If the placeable is trapped, this will trigger it. Try to trigger a trap that is activated by entry: 10 + 1d20 versus the Disarm DC of the trap. Distract a creature, thereby briefly lowering it's listen/spot skill by -2 for 1d4+1 rounds. Then, of course, there were the various Bigby hand spells for more potent TK effects. Intermediate TK effects could perhaps lower the Dex of a target, make a shield less effective at blocking, or a weapon less effective at hitting. It might also convey a hurled grenade to precisely the right spot.
  19. Telepathy/ESP would probably require a significant expansion of the conversation tree, so I'm not sure that would be expedient to implement.
  20. Hey, welcome to the hobby, redneckdevil! It's good to hear that you enjoyed the experience, and that new gamers are still joining PnP play. I had a blast back in the day when I played with a regular group. Hope it's just as fun for you!
  21. Battle Roar-once per encounter, Activated mode While fighting one-on-one, the barbarian can attempt to awe his opponent. This is an aggresive performance that typically consist of an intimidating stance combined with an animalistic roar or challenge. On a success, the barbarian can perform an all-out attack against that foe without lowering his defense rating. However, the defensive penalty for an all-out attack is still applied if the barbarian is then attacked by another opponent.
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