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rjshae

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Everything posted by rjshae

  1. Okay. While I get the monk Wounds mechanic now, I'm still trying to wrap my head around a "physical" explanation. Apparently the absorbed energy is briefly converted into a different form: mechanical energy is turned into Wound energy (chi, I guess), but with a timeout. Is this a soul-based magic ability, with the soul temporarily resonating with the absorbed energy like a struck bell converting a hammer blow into sound? Or is it a purely physical phenomenon powered by adrenaline and some sort of physiological wound closure?
  2. Nope, I haven't seen one. They've got a few months left yet...
  3. Fawkes was alright as a character (except for the fact that he set a section of Bethesda fans insisting on calling Super Mutants "meta-humans,") but in such an easy late game, bringing such an OP character (it was an infinite ammo gatling laser, not a minigun,) just took what little fun was left out of the main storyline. Add to that an invincible super-robot who does all the fighting for the "climactic final battle," and you've got what amounts to an endgame that's an interactive cutscene. The super-robot scene was only a brief segment of the game, and I felt sufficiently engaged during that sequence because I stayed pretty aggressive. (I normally played sneaky sniper-style, so it was a nice change of pace.) Not a Kreia fan. She just acted moody and spouted philosophical toxicity. Yeah, location or situation-specific commentary is a nice touch, albeit costly. I definitely don't like characters that won't work with you tactically. Morte did nothing for me, alas. I never understood the appeal.
  4. A thought occurs: walking into a medieval bar and saying that. It'd be good for at least a few blank stares. The ale-wife would probably thing you'd had one too many.
  5. Forgot about Fawkes from FO3. Best endless-ammo, mini-gun toting super mutant companion ever. But then he does tend to make the game a little too easy...
  6. I guess almost a chi-like concept then that functions somewhat like ablative armor. Interesting. Thank you for the clarification.
  7. Mmm... yes, I'm familiar with the Christian philosophy, and I usually prefer to live and let live; to turn the other cheek, if you will. My main issue is when religious beliefs lead to ignorant prejudices that harm others. But we're probably getting a bit off the subject of PE now...
  8. Any sufficiently advanced magic... is going to require a payment plan.
  9. You're not reading it correctly. Here's an example: Bad Guy hits Cool Monk with a sword for 21 damage. Cool Monk has 5 DT, so 16 damage gets through. Of that, let's say (arbitrarily, this is not based on any formula we've devised) 5 points are converted to Wounds. Cool Monk takes 11 points of Stamina damage and 2.75 points of Health damage. The 5 points converted to Wounds have no influence on Cool Monk's current Stamina or Health. Thank you. I wasn't aware that you were going to have a separate wounds system. But then I turn around and become concerned about the increased medical resources needed to patch the wounds on the Monk. Ah well. A wounds system is cool though; it's good to hear that could be implemented.
  10. Monks convert a portion of Stamina damage, pre-subtraction from their own Stamina total, into Wounds (their resource). Their actual Stamina and Health are not higher than normal, but this class ability effectively makes them more durable -- until they have maxed out the number of Wounds they are able to absorb. If I read this correctly, then having a monk companion will require more returns to camp than normal (for health recovery). That's exactly the reason I don't like playing monk characters: they always seem to require proportionately more party healing resources. Guess you can call that gaming the system, but that's been my experience.
  11. SoI think that sometimes developers simply don't take oddball things into account while designing the game. The players may come up with solutions that the developers hadn't thought of. It's not necessarily intentional on their part.
  12. Alas, party-based FRPG with pre-gen'd characters have been few and far between lately. I'd have to go with Varric, Isabela, and Bethany Hawke from DA2, Mira from KOTOR2, and Coran from BG. For some reason I like friendly, roguish characters.
  13. Lots of good ideas here. Camps can also be relevant for treating poison and disease. If camp rest is not sufficient then the sick character may need to be taken to an inn or hospice. A really serious case should motivate the party to visit a skilled healer. In the case of Wilderness Fatigue, this can be simply treated like a non-infectious disease that has a slow incubation period and moderate health effects, but which is extremely difficult to recover from without resting up at an inn. Possibly Rangers and Druids are virtually immune to this condition, but perhaps that's just a side-benefit of a 'Survival' skill.
  14. My understanding is that Josh's current melee system does allow for a rare miss. Hence, saying that archers will always hit their target contradicts this implementation. Logically, distance will reduce the chance for a hit, so that, based on the sliding damage window concept, that would seem to increase the odds of a clean miss.
  15. I'm sure they could do some sort of twitchy 3D animation for portraits. But would it have any benefit? I'm not sure I see the point.
  16. How does degenerate gameplay devolve into degenerate discussion? Now we know.
  17. If he had a functional attack roll. One of my peeves with D&D has always been "touch attacks", ranged or otherwise. If you wanted to rely on your attack roll then you probably wouldn't have rolled a class with the worst one. Personally, I've always avoided even bothering to learn those spells. HERO/Champions had a nice approach to this problem: if you want to target a character with a ranged spell, then you had to do a ranged attack and suffer the chance of a miss. But you could pay a little more for the power (+1/2) and target the hexagon containing the character. That way you only had to do a ranged attack against a stationary, unarmored target--the area above that spot on the floor. The target, of course, could still apply any resistances to the effect. Maybe something like this could be implemented as a meta-magical ability? I.e. you memorize a ranged targeted spell at a higher level and gain the ability to ignore the defender's dexterity/shield defenses? Like a "precision guided spell". Alternatively there could be a separate combat skill for targeting spells & guns -- essentially line-of-sight weapons. (Crossbows too?)
  18. ^^^^ Yup, you almost have to design an entire game around a cursed object for it to work well. Curses are much more interesting when they have a deep story behind them that the player can help resolve. Otherwise they're essentially just nuisance pranks.
  19. He's not asking that all spells be removed, hes asking that the game be completable without them, which it probably will be anyway. You shouldn't treat every religious person as if they are identical zombies - far from it - and while there are certainly obnoxious people out there, there are plenty of reasonable people out there who are religious and willing to let others get on with their lives. It's just that the idiots who cry witchhunt if they see someone reading Harry Potter on the bus are just a lot more vocal than everyone else. The only way that you can stop this being an issue is to have some dialogue with religion - not the extremists of course, but if a regular people are engaged, see something for what it is then it leaves the extremists without a leg to stand on. I don't believe I did treat this person as an identical zombie; I am arguing that the game shouldn't be designed around one player's moral principles. Get it? I'm disagreeing with the message, rather than the messenger.
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