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Everything posted by rjshae
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Degenerate Gameplay
rjshae replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
"Insanity: doing the same thing over and over again and expecting different results." -- Albert Einstein. Otherwise known as degenerate gameplay. -
Degenerate Gameplay
rjshae replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
My understanding was that on a miss it would do half minimum damage, which is considerably less than half damage. I though a miss was a miss but a glancing blow would do half minimum. Are we back to being unable to miss again? I was just responding based upon the original Josh Sawyer on Hit and Miss posting, but yes I think somewhere along the way it was indicated they were considering adding in the possibility of a true miss. Shrug. -
Degenerate Gameplay
rjshae replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
My understanding was that on a miss it would do half minimum damage, which is considerably less than half damage. -
should mages have familiars?
rjshae replied to keiichimorisato98's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It would be nice if the familiar itself has talents that you, the player, can select as the character increases in level. That way you can shape the familiar into the type of companion that you want. -
Racial restri... I mean bonuses/traits!
rjshae replied to Lephys's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Rather than just using vanilla ability score adjustments, I'd rather see modified point-cost schedules; the first one favorable, the second normal, and the third unfavorable. That's essentially what's happening with the ability score bonuses and penalties, so why not smooth out the point cost adjustments with a table? -
Skeletons and Zombies
rjshae replied to TRX850's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Animated skeletons are somewhat overused in CRPGs. I remember when I first saw them (in the form of stop-motion animation) in the original "Jason and the Argonauts" (1963); at the time it was a very cool and striking moment because they were created by tossing dragon's teeth onto the ground. I suppose they supply a need for a low-level undead monster in CRPGs, but they have long since lost any appeal as a terrifying foe. It may be more visually interesting (and creepy) if their structures contained a wispy green or scarlet glow that twisted and moved about, suggesting a source for their animation. Perhaps they could be given a special attack that takes effect on a critical hit, briefly sapping the life force (stamina) of the defender and causing disruptive pain? -
Barbarians: inspiration and mechanics
rjshae replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'm not sure the emotional aspects of the berserker warrior should just be eliminated in that manner. But rather than "rage", they could rename it to "frenzied attack". I.e. they're not simply losing their temper, but are choosing to accept greater risk in an attempt to rapidly overwhelm their enemy. They're essentially thinking the best defense is a good offense, so why not go all-out on the attack and try to make the defender spend all of their energy trying to ward off blows. Ideally then, a frenzied attack by the barbarian would have a chance to put the overwhelmed defender at a penalty to attack.- 76 replies
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Guilds and beliefs
rjshae replied to simon_templar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yes I think the term 'guild' used in association with a class is completely lacking in cultural depth. It doesn't bespeak any history and lacks character. For example, why not call one city's thieves' guild the "Freeborn Society", name a fighter's guild the "Solemn Blades", and give the mage guild the label "Chantric Arcanum"? -
They could possibly implement a spell-writing mechanic for a sequel. I'm not sure it's needed for this release.
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Well, for one thing, drawing upon the point costs of the various powers for reasonable scaling of spells and charged items within the game. The philosophy that defense against a particular power should be easier to access than the offensive power it is defending against. Different way of kitting power (spell) groupings. Fringe effects on invisibility. The ability to push a power through extra exertion. &c. &c.
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Spell Mastery - many of the basic spells come with built-in limitations, but the game allow the character to find rare tomes that teach better methods of casting the spell. This is an accomplishment that allows the higher level wizard to cast an improved version of low level spells.
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Water Effects and Flooded Dungeons
rjshae replied to TRX850's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Stirred dust would be a nice effect as well, particularly in very old structures or along a dry road or passage. Having some dust pouring off the sarcophagus when you slide it open would add a touch of realism. Animated statues should start off with a small cloud of dust representing how long they've been motionless. Dust can also appear when traps are triggered or when old secret doors are opened. -
I think ToEE did this right, by giving you an overlay that you could move around until you were happy with the placement. Of course, some might argue that you wouldn't have this in real life and would have to aim by eye, but I think that would be relying on your skill rather than the skill of the character. I didn't like the default way they did spell effects in NWN2: causing spells to only damage enemies, even if you targeted your own group. The NWN series did have some nice spell effects though; hopefully we'll see something comparable in P:E.
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Selection circles
rjshae replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'd like it if the circles could show facing, without necessarily going overboard. Perhaps the forward part of the circle could be made slightly wider and the rear slightly narrower? Or possibly a crescent-shaped arc could be used to show the forward direction. -
It's kind of important to keep in mind that P:E will not be using any D&D systems. It also seems as though these developers have learned over the years not to make one single attribute the catch-all "combat improving attribute." After all, how would increasing dexterity make your warhammer hit harder? Dexterity represents, among other factors, your muscle memory. Thus, while it wouldn't necessarily represent striking harder with your warhammer, it may represent how adept you are at getting past your enemy's defenses. It would represent your increasing ability to block, parry, or dodge an attack. It also includes your increasing skill at athletic ability. I don't think your intelligence score necessarily represents improvement in these areas, other than perhaps tactical planning and leadership.
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Level scaling and its misuse
rjshae replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
You'd be surprised how many people do that. I used to do the same thing. I can't be bothered doing that now, but some years ago? Loot it all, no matter how many trips it took. I usually only did that when I was short on cash and the loot consisted of pricy but heavy objects like plate mail or longbows. But you could rack up quite a bit that way in the old gold-box games, what with enemies all equipped with magic armor and weapons. -
At some point I think it was mentioned that level-up skill points would be divided between combat and non-combat skills. Assuming that the skills can be improved somewhat as in D&D, I wonder if that could be taken further and have the two skill point totals be modified based on different attributes? In D&D 3e, for example, the total skill points are determined by the class of the character and their Int score. What if, in PE, the non-combat skill points are based upon the Int modifier, while the combat-related skill points are based upon the Dex modifier (or perhaps the Str modifier)? Would that idea make sense?