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rjshae

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Everything posted by rjshae

  1. You're in a tavern getting drunk, all of a sudden your pet piddles on a patron. Bar fight! You're in a store and the pet runs wild and starts knocking over the pottery; you break it, you buy it! You're in a temple and the pet piddles in the holy water. Divine curse! Mmm, lots of potential for unplanned fun...
  2. That wasn't how I understood the description of "stash": it's only accessible when you go to rest. I'm picturing that as goods you left at caches while you were clearing out the dungeon or whatever. Yeah it's a "contrived" mechanic; one that simulates you carrying and stowing loot while not having to spend game time doing it. Perhaps in expert mode you'll have the option to do away with the stash altogether and make multiple trips to your base camp to carry out all the loot? Alternatively, they could let you designate containers as your stash points, then have you run the risk of letting it be looted.
  3. The multi-classing system from D&D 3.5e never made much sense from a logistical standpoint. A Wizard spends years learning the rudiments of his craft, yet a barbarian could suddenly multi-class as a Wizard? It seems like there should be more of a hurdle. I'm kind of okay with not having multi-classing in that form. (Plus multi-classing as a Wizard is kinda sucky anyway in D&D, unless you PrC.)
  4. ^^^^ I could imagine some cultures where necromancy is just thought of as the norm, although perhaps it is strictly limited to dead slaves or prisoners. In that case, the local priesthoods may be tolerant of it, or else the deities strictly opposed to it aren't worshiped there. Still, there may be restless dead that are not the result of necromancy, and for which a priest may be better suited to deal with.
  5. The stash could be a target for player investment. Stuff left lying somewhere like that seems a little risky. Maybe hire some guards and a wagon team.
  6. Might I ask, what about multi-mode weapons like the halberd? Will that be slotted into one of the three types, or will it gain the most beneficial mode (among slashing, piercing, and crushing). Thank you.
  7. Perhaps the game could allow priests of every deity to have some impact on the undead via a spell, but the exact effect varies based upon the deity? For example: The classic turn undead effect causes some of the undead to flee the vicinity. Unbind undead -- this weakens the death magic that ties the undead to this plane, effectively reducing their "Health" rating for a time. Rebuke undead -- the effected undead suffer a penalty to attack and damage. Disrupt undead -- some of the undead become confused and attack their own kind. Bind undead -- one or more of the undead become allies. Thus, a priest of a deity of life may be able to unbind undead through the use of positive energy. A priest of love and home could rebuke an undead, while an 'evil' priest could bind undead.
  8. It might be fun to have the Wizard character be able to refine their 'Blast' ability as their level increases. Perhaps learn to give it different elemental aspects (fire, shock, acid, shards, ice, sonic, spirit), bounce it around obstacles, add a stun or telekinetic effect, lingering effects, and so forth.
  9. Will this realm even have dogs? Or cats, hamsters, parrots, or horses? Maybe all they have are pack llama's and guinea pigs? Pleasure flesh golems? Shudder.
  10. Not to be rude, but people who believe that gaming companies should design their video games based on what-if considerations for 10-12 years in the future give me a great laugh. Even when we reach that display size, I don't expect the angular scale of the game to need to change. Assuming they use FoW, then the action is going to be taking place within that radius, and you'll want that sphere to occupy your viewing area. Likewise, you'll want to play with the characters at a certain angular size and, assuming the use of anti-aliasing, your eyes likely wouldn't notice that much of a difference if they introduced an even finer resolution. The one place where it may make a significant difference is in the clarify of the text, but they can address that with the choice of smooth font rendering.
  11. Or a pet rabbit named Stew...
  12. For cross-country travel, it would be nice to have the option for what time you want to arrive. I.e. stretch out the travel time as needed. That way, if you want to shop, you can choose to arrive at a town when the stores are open.
  13. A pet could potentially be useful if it can detect an ambush (particularly when traveling cross country). Maybe it can act a little flighty when undead are near, or shake its head when something smells odd. Perhaps during battle the pet can help detect a rogue sneaking up on a party member? It could have an aura that provides some protection against a sneak attack. Otherwise, I mostly want it to avoid getting slaughtered; standing in the back barking it's head off.
  14. After the latest cool update (#36), I began to wonder what the role of priests should be with regard to undead. It's traditional, and significant, for clerics in D&D to have a turn undead capability (or rebuke undead with 3e). But is that necessarily relevant for the PE setting? Should priests be required to cast spells to repel or command undead? Or should that ability be restricted to wizards? Perhaps the ability to manipulate the undead should be limited to priests of certain deities? Maybe a turn undead-like ability should be weakened somewhat, starting with a "hinder undead"-like ability that just makes the walking dead more hesitant to attack (for an attack/damage penalty)? What do you think?
  15. Perhaps they can use motion blur on the slender objects so that they leave a trail as they swing around?
  16. Possibly a troll, but... perhaps one should not be expecting too much for a first level character? They seem fine as starting points, and, as the OP mentions, you'll build your character up from there.
  17. It all sounds very juicy. Nice! I like where you are heading with this. Thank you for the update... and happy holidays! Minor points: I didn't see any mention of undead in the Priest section, so I'm left wondering what role they will play in that regard. I guess no cantrips either? Not even a cheap light spell?
  18. ^^^^ You'd think that weapon would have some stress weaknesses along each of those toothy gaps. They must make it an extra thick blade to avoid fracturing; plus it would need to be hardened and inflexible.
  19. Awesome! Hopefully there will be a corresponding variation with in-game appearance of the gear. Thanks, Dimitri.
  20. There's plenty the developers can do if they want to complicate it a little more: Direct transition from outdoors to indoors (rather than running through a load screen), as per DD. Treatment of line-of-sight FoW issues based upon 3D terrain topology. The use of terrain features for missile cover (barrels, walls, vegetation). Implement terrain effects for movement (per D&D 3.5e) Allow various means of traversing terrain obstacles (swim, jump, levitation, limited fly). Dynamical acoustical effects from terrain. Provide animation for all water features: waves, waterfalls, rapids, drifting leaves, fish, &c. More sophisticated day-night transition and weather effects. Animated structures: waterwheels, windmills, draw bridges, wagons, window shutters that shut at night, &c.
  21. I wouldn't mind seeing a tree-like 'Focus' spending scheme for skill points. For example, a mechanism skill could have specialized foci for locks, traps, and repair; spend 2 points to improve in the mechanism skill, or 1 point to improve in a specific 'focus' skill. But there would probably need to be a cap on how much you could spend in total on each focus; perhaps 3-5 points.
  22. They would have no need of level caps if they (a) record the character level progression and (b) don't bother providing any higher level benefits. When a sequel is released for a specific level, it can roll the imported PC back to that stage of development and save it in a new character file.
  23. A Might and Magic game by Obsidian would be awesome, especially if the story follows Heroes of Might and Magic 4. I hate how badly Ubisoft has been treating the franchise. I got seriously bored with M&M by about the fourth game. Advance four square, fight some monsters; advance two more squares, fight some monsters; advance three squares, fight some monsters.... There was little tactical feel to the combat and it all got very repetitive.
  24. Here's a few: Chakram Katar Kuma Claw Lantern Shield Spear Shield Weighted Chain Spear thrower Chinese fire arrows
  25. ^^^^ ...and that children, is not how to hold a mature conversation.
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