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rjshae

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Everything posted by rjshae

  1. The rule I learned is: let people play what they want. Don't force a particular alignment on them, or class, race, ... whatever. They're more likely to stick around that way, and to enjoy the experience.
  2. The Jaquarg is a flying creature with insect-like characteristics and behaviors. It begins its life cycle in a larval stage before metamorphosing into a flying scout. The Jaquarq is equipped with a ranged chemical attack that causes intense lethargy. During its larval stage, the Jaquarg is protected and raised by the hive creatures known as the Quarin. The latter are nearly blind, but have a heightened sense of smell that allows them to rapidly home in on the chemical tracers sprayed by the Jaquarg. Thus the two creatures form a symbiotic pair that cooperate on the hunt, with the Jaquarg attacking from range to slow down the prey, while the Quarin rapidly close in and swarm the victims. Once a prey is down, both share in the feast.
  3. Large, spider-like creatures called 'Viders' that use an endoskeleton structure in combination with a chitinous external carapice for protection. Basically a restructuring of the armadillo/tortoise with a segmented outer shell and a leathery hide to protect the exposed fleshy portions. Viders create web-like traps that are reinforced with a framework of twigs, branches, or overhanging arches. Like an armadillo, Viders can curl up into an armored ball for protection against larger creatures. They also possess a toxic bite that can paralyze a captured victim and begin to break down the flesh for consumption. Parallel evolution in action.
  4. Personally, I like the approach that religions reflect the worldviews and the lives of societies/individuals just like in our world. However, what's with the god of greed in this update and the early mention of gods scheming? For example, people who worship a god of wealth can earn a reputation of being greedy from other people. However, if a certain people worship "god of greed", then, how can they earn social trust in the first place? Simply, I cannot come up with even a possible example. Something that strikes me as slightly irregular about RPG implementations of pantheons is the concept of people only praying to a specific god. CRPGs like NWN2 have you pick a particular god to worship, as if that is your only choice. Yet in ancient societies with multiple gods, the people would often pray to many deities. A city like Athens would have a tutelary deity, but there would be other temples to other gods worshiped on particular days of the year. Wouldn't it make more sense to be able to choose multiple deities that you favor? Say your top 3?
  5. Here's an interesting news tidbit about the latest director of the proposed Warcraft movie: http://www.hollywoodreporter.com/heat-vision/warcraft-movie-lands-source-code-416956
  6. Perhaps, but you shouldn't have it all your own way. It would be more realistic if your efforts to corrupt one party member had significant ramifications for the remainder. Turning a paladin to a life of debauchery should cause another upright NPC to view your behavior as utterly vile and thenceforth oppose your intentions. He or she may well leave your party and ally with those seeking your defeat.
  7. Yeah and i sure that you will se this in infinity enginge game with tactical view True. But to me it would be mildly interesting from a lore perspective. Plus maybe some day they'll go so far as to have a game release with cut-scenes.
  8. A thats change everything but still i think that in asian sociacieties, where some king of tournaments or arenas (but noy in coloseum) Okay, so, in the case of gladiatorial arenas, was it purely militaristic societies that have acquired slaves through conquest? Or have there been other motivations? You cite the example of the knightly tournaments during the middle ages, but my understanding was that such events were limited to the nobility; peasants simply couldn't afford the accoutrements. Plus the Christian ethos probably wouldn't have allowed the beastly spectacle of gladiators slaughtering each other.
  9. I should have clarified that I meant ancient civilizations. My apologies. As for what I'm opposed to: it's usually regarding excessive features that would likely require a lot of development effort without adding much, if anything, to the experience. I've been pretty consistent about that. In this case though I was merely making conversation. You seem to have an issue with me though, so perhaps we can take this off line.
  10. It would be interesting if Orlan ears had the mobility and expressiveness of a horse's. That would give them another racial distinctiveness, and perhaps even be a partial cause of their persecution by humans.
  11. Was there any human civilization besides the Romans that had gladiatorial arenas? The only similar example that springs to mind was that mesoamerican ball game with the stone rings. It may be appropriate to consider the cultural context before adding arenas.
  12. Historically, there was also an element of social and legal conformity associated with worship of the gods. Even to the point of being put to death for the crime of blasphemy or apostasy.
  13. Then why add it at all in a game based on a tabletop where creative roleplaying, regardless of alignment, can yield rewards. This seems like a copout idea of their intentions, or, if accurate, a copout on their part. Yes, awarding XP for "good" or "evil" behavior is an odd thing in itself. Unless the decision resulted from a skill check by the character, experience comes from dealing with the consequences of the decision, rather than from the decision itself. But then I suppose it could be viewed as an abstraction of sorts -- payment in advance for the consequences of your choice.
  14. For me this is low priority. PE doesn't enjoy the budget of a DA:O. Background feats are okay, but a limited set of deep background stories seems of little benefit.
  15. Having deity-specific feats that can only be acquired as a divine act (and taken away as an act of divine retribution) may be a nice way of signifying the favor of a god. For example, a person in the particular favor of Woedica may gain a feat of Inspired leadership that allows the character to rally the party from a fear effect, once per day.
  16. Being mildly artsy, I like to notice where the lights and shadows are placed. In this case, the Orlan appears to be back-lit by a cooler-hued light source that is most probably a moon. (Candles are a little warmer, me thinks--like the light in the window.) Certainly the reflection on the puddle at lower left is oddly placed, since it intersects the building, but perhaps that's an optical effect from water ripples. At least we know the setting most likely has at least one moon, plus stars of course. I guess the window ledge to the upper right, along with the bricks, are meant to give a sense of scale. Can anybody make out the wording on the sign near the top? It appears to be a hobby-horse. I'm not sure what to make of that.
  17. Speaking of 4e, it'll be interesting to see how the Pathfinder MMORPG Kickstarter works out. At first I was expecting a port of Pathfinder, but their description reads otherwise.
  18. ^^^^ I kind of think that's what most people signed on for: an IE-like experience in a new setting. But the updates just cover the gaming area, so that doesn't rule out other possibilities for elsewhere.
  19. It could simply be a heraldic symbol of the local town or barony.
  20. Okay, so no turn-based post-apocalyptic combat involving automatic weapons. Got it.
  21. Letting my imagination run a muck... In the lands before time there was many a fell creature, the likes of which are not seen in these modern times. Most such beasts well foul and unclean, claiming an inheritance of blood and pathos. Yet amongst these there were a sacred few who achieved a blissful state of ascendancy: the golden-souled ones. These superior beings took the form of the wyrm, a powerful reptilian beast with a sinuous body who could ascend the winds merely by channeling their inner spirit. Time passed and the newly-ascended gods grew jealous of these mighty creatures, whereupon they dragged many a wyrm down by tainting their precious souls with foul desires. The spirit of these corrupted immortals ran red with a burning desire for retribution, and their souls lost the golden-hued aspect. These fallen wyrm now seek to corrupt and destroy those younger races that were created by the gods. Such wyrms are few now, but are still to be greatly feared as their tainted souls are far more powerful than any mere mortal. They be devious beings, these wyms, spinning complex plans in a web that can require many a lifetime to come to fruition. But wherever they intercede in the affairs of man, you can be sure that their ultimate goals do not favor the civilized races. The tainted wyrms are not to be confused with reptilian beasts that bear their likeness, but lack their power. Such mundane beasts dwell in remote locations, where they prey upon other creatures much like any predator. Likewise, there remain yet a few golden-souled wyrms that remain above the fray, seeking only a greater enlightenment through contemplation and learning.
  22. Nice update! I enjoyed both the tantalizing illustration and the description and implications of Woedica. Thank you.
  23. I had this idea for a talent ladder that would provide the equivalent of a spell-casting multi-class enhancement. Basically you're giving up a series of talent-like class enhancements in exchange for gradual learning how to cast spells like a wizard or priest: Dabbler -- you learn the rudiments of magic. This gives you the ability to cast low level spells off a scroll of that class. You also learn to cast first level spells as the chosen caster class, advancing at the rate of one caster level per four class levels. Requirement: minimum ability score for caster class. Novitiate -- somebody has taken you under their wings and instructed you in proper magic fundamentals. This gives you the ability to use basic magical items and to cast mid-level spells off a scroll. You also learn to cast first and second level spells as a caster class, advancing at the rate of one caster level per three class levels past first level. Requirement: Dabbler talent. Adept -- your skills have advanced to the point where you are a competent caster, although not quite up to the level of a dedicated member of the class. This gives you the ability to use magical items allowed by the class. You learn to cast 1st-4th level spells as a caster class, advancing at the rate of one caster level per two class levels past second level. Requirement: Apprentice talent and the ability to cast two different spells. Invoker -- you now have the skill level of a dedicated spell caster. You learn to cast spells as the caster class, advancing at four levels less than your net class level. You can now craft items as a spell caster of the same class. Requirement: Adept. This incremental method is intended to reflect the lengthy process of mastering a spell-casting ability; something that I don't think is served proper justice with the D&D multi-class approach.
  24. ^^^^ This. I don't think adding stretch goals has become a well-defined science yet; most are probably the product of a b.s. (brainstorming) sessions, which produce ideas that may not scale proportionately in the budget sense. I wasn't really enraptured by many of the stretch goals for PE, but I understand why others really like them. We haven't had a poll yet to list our favorite stretch goals. Might be interesting to see what the results would be...
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