Everything posted by rjshae
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teamwork feats
I don't know if I'd call them feats; perhaps 'tactics' or 'maneuvers'? But I like the idea of earned tactical advantages. High-low maneuver: this occurs when two team members, fighting the same opponent with melee weapons, synchronize their attacks--one of them, chosen an random, negates the enemy's shield defense. However, because it requires precise timing, there is a counter-balancing penalty to both attacks when this tactic is activated.
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Warmachine Tactics Kickstarter kicked off
I'm digging it. Thanks for the link!
- Flexible Backstories and Early Game?
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Baldur's Gate Enhanced Edition
Oh is that all? Well presumably that was part of the original agreement, so it shouldn't be a surprise to them.
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Character Statistics
I look at the D&D-like stats as having a certain physical-to-mental symmetry: Strength -- Intelligence => implementation power Constitution/Health -- Wisdom/Perception => resiliency and survivability Dexterity/Agility -- Charisma/Social => dynamic interaction That structure allows you, for example, to process mental combat in a manner that is comparable to physical combat.
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Update #59: Developer Q&A with Polina Hristova
Bugs ate Avellone's soul. To all of those asking about Avellone's Arcanum playthroughs, that falls squarely on me at this point. Avellone recorded a large amount of footage recently and now it needs to be processed and cleaned up for the backers. Finishing up our vertical slice and getting the team prepared for our production phase has been my top priority over the past few weeks. That said, there shouldn't be any problems in having a lengthy playthrough for you guys in the next backer update. Cleanup: this [unfortunate] piece of [software] needs a complete [quality] reboot. What a sweaty [fun] sack of goat [deposits].
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Machinima with Fallout
I don't know the answer to this, but in thinking about it I suspect one could make a pretty good rendition of Daybreak 2250 by Andre Norton using the engine. You'd need a large feline predator model though.
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The Kickstarter Thread
Heh, yeah, when I first got the card myself, all I could think of was "I have mail from China?". This does mean that the NSA will be keeping a closer eye on you from now on...
- Update #59: Developer Q&A with Polina Hristova
- Update #59: Developer Q&A with Polina Hristova
- The funny things thread
- Idea "Jobs" and some "Economy" as a part of roleplaying.
- Time for a paradigm shift!
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Update #58: Crafting with Tim Cain!
Ideally, what I think I'd like to have for each of my characters is two weapon slots for each of the three possible armor types, for a total of six slots. For example: Light armor: [left] [right] Medium armor: [left] [right] Heavy armor: [left] [armor] I can then fill each of those slot pairs prior to combat, with the possibility that the same weapon and shield can appear in two or three of the weapon slot pairs. Whenever I send a character to attack a particular opponent, he'll automatically switch to the appropriate weapon/shield type for the enemy armor. That way I don't need to micromanage the weapon types unless I choose to do so.
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Update #58: Crafting with Tim Cain!
I believe that AC modifier came from the old AD&D rules. It didn't exist in D&D v3; good riddance. About the only use I found for multiple weapon slots in BG2 was for characters that switched between melee/ranged weapons, or the occasional need for a blunt weapon when an enemy was immune to slash/pierce.
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The Kickstarter Thread
Tales of Terrene -- a steampunk-themed adventure RPG with an isometric perspective, built in Unity. No rendered characters yet.
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What type are you (good, netural, evil) and what is your play style?
On purpose.
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Confirmed: Project Eternity will have D&D 3E-style "auxiliary" combat skills
I didn't particularly like the CRPG D&D implementation of Concentration; it had too much of a spell-casting focus. They could just as easily have used Willpower with adjustments.
- Update #58: Crafting with Tim Cain!
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What type are you (good, netural, evil) and what is your play style?
Usually awful good; occasionally neutral smart-ass with good leanings. I don't find evil characters appealing, but the anti-hero role can be interesting.
- Update #58: Crafting with Tim Cain!
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Baldur's Gate Enhanced Edition
The patches are available from here on the new site. I'm not really sure whether the auto-updater would work with that site, but I've always used the NWNPatcher tool and that seems to work okay.
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Small suggestions. Easily implemented ideas, quickfire thoughts.
Following the demise of the item durability system, I'd like to see some type of abstract mechanic take its place. For this reason, I'm proposing the following feat-like ability that represents a character who takes better care of his equipment and therefore has less need to stock replacement parts. It also represents techniques for carrying gear in a balanced, efficient manner and making the individual items more readily accessible during combat. Gear Master Your long field experience with equipment maintenance, stowage, and retrieval has made you an expert at transporting gear and keeping it in good condition and ready for use. For this reason, the amount of gear you can access during combat is permanently increased by [several slots]. You can only take this ability once. I'd suggest an Intelligence-based prerequisite.
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Update #58: Crafting with Tim Cain!
Since item durability is now being abstracted, I suppose one might think of the limited size of the equipment inventory as modelling the need for replacement parts as you describe. Instead of having slots for five breakable shields, useable in different situations, you may now only get one or two slots for unbreakable shields. Perhaps the designers will allow you to select an ability to individually gain extra equipment slots, making that the equivalent of being able to better maintain and transport your equipment?
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Baldur's Gate Enhanced Edition
BGEE/BG2EE done to the D&D v3.5e rule set would have been a worthwhile purchase. But that would take a much greater modification to the game engine.