Everything posted by rjshae
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Accessi-bilities: The Utility of Movement Abilties
There's no point in having a jump or climb skill unless there's a cost for failure. If it's a certain succeed then the designers might as well just make the barrier walkable and add a suitable animation. For a chance of failure, players can just reload whenever the attempt fails. A middle ground would be to make a certain obstacle circumventable only if a character meets a specific skill requirement. Thus you can have a wall that can only be successfully climbed if the skill level is X or higher. This type of barrier may be useful for creating obstacles that require a certain experience level, or for creating the potential for a party split (which may be tactically interesting). A rope can be simulated by making it an item that temporarily applies the climb/jump skill level of the wielder to the other party members. I'm not sure about a rope and grappling hook combination; perhaps the game designers will need to decide where it can apply (i.e. gain a hold).
- Update #40: Orlan First Look and Ziets on Pantheon Design
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Creatures in Project Eternity
I'd like to see some D&D 3.5e-style swarms. From rats to spiders to hellwasp swarms; just moving and pouring over each like a swirling, rushing mass.
- Update #40: Orlan First Look and Ziets on Pantheon Design
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Update #40: Orlan First Look and Ziets on Pantheon Design
I'm guessing that the "Greed" thing was a simplification. Many of the dieties in polytheistic cultures had what we would consider character flaws, in addition to their divine aspects. Zeus was kind of a jackass. Dionysius was a drunk. Hera was often jealous to the point of murder. If, say, P:E includes a god of trade and commerce, it wouldn't be much of a stretch for the P:E equivalent of dirty, stinkin' hippies (read: druids) to deride that diety as a "god of greed." Perhaps the rough equivalent of Hermes then?
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Feats
They wouldn't necessarily need to implement multiclassing if they introduced something like a "sabbatical" level. Basically you're taking a break from your normal class progression in order to attain basic proficiency in something else (like spellcasting, combat specialization, thievery, and so forth). Thenceforth, you improve in that proficiency at a reduced rate while progressing in your normal class.
- Ciphers: Inspirations and their mechanics
- The funny things thread
- Update #40: Orlan First Look and Ziets on Pantheon Design
- Stash: The Unlimited Inventory Mechanic
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what do I need?
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.
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Creatures in Project Eternity
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.
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Creatures in Project Eternity
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.
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Update #40: Orlan First Look and Ziets on Pantheon Design
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?
- New Warcraft movie director... what ho?!
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Let us corrupt our companions
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.
- Update #40: Orlan First Look and Ziets on Pantheon Design
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Arena/Tournaments and Gladiator life style in PE
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.
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Arena/Tournaments and Gladiator life style in PE
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.
- Update #40: Orlan First Look and Ziets on Pantheon Design
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Arena/Tournaments and Gladiator life style in PE
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.
- Update #40: Orlan First Look and Ziets on Pantheon Design
- Update #40: Orlan First Look and Ziets on Pantheon Design
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Good vs. Evil rolepplaying rewards
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.
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Project Eternity - Orgins
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.