Everything posted by rjshae
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Another idea about the spell system
Sure, recovery of magical ability could be linked to alpha waves in the brain. (It's the type of wave that forms when you are in a meditative condition or when you're sleeping.) The spells can then formed from this reserve when beta waves are active. Trying to recover magical ability during the day would require relaxation and a lack of distractions; something that is nearly impossible when your body is pumped up on adrenaline from combat. But a person who is well-practiced at such relaxation might be able to remain calm enough to enter this state even in the midst of battle.
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Trudging Through the Mere - NWN2OC
There are also some pretty good free modules you can get for NWN2. For example, there is a port of Icewind Dale, plus a remake of Baldur's Gate is in the works.
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Overkills and loot destruction
^^^^ I guess it boils down to a resource management issue. What hoops do the developers want to make us jump through to repair the collateral damage of battle? I suspect not a lot, since it is one of those mundane, uninteresting management issues like obtaining enough food or preparing a camp. But if they did want to, they could give every magic item an extra effect as a benefit for keeping it in good repair. The item would still work after taking damage and losing the effect, but not quite as well. Repairing the item might require a high skill level, which could possibly be offset by means of a special expenditure (like an expendable magic doohickey). In some respects this is comparable to the charged weapon approach in Oblivion.
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project eternity-pen and paper?
I'd imagine it'll take a fair bit of tweaking to turn it into a turn-based PnP game. Stuff that's easy for a computer can turn laborious in person.
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A Spell-free Project Eternity?
I hold this weird conjecture that we live in a universe of 2-dimensional time, while sliding down a bell-shaped curve of increasing entropy. It is the conscious decisions we make that guide our path down this slope, and in so doing we all steer our own destiny. Completely unprovable, of course, and getting way off topic.
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Overkills and loot destruction
If magical gear never requires repair, should it be looked at as self-healing? Does if draw upon the soul of the wearer to patch over those dents and puncture marks? Maybe magical gear should have its own rest system?
- Barbarians: inspiration and mechanics
- Update #34: FIRST ART UPDATE
- A Spell-free Project Eternity?
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Spell system
I wouldn't mind seeing a different approach to meta-magic than is used in D&D 3e. A spell is, in a sense an effect applied with a set of properties. Why can't I fiddle with those properties and enhance it in some manner while diminishing it in another? If I want to cast it silently, I could reduce the casting level, increase the casting time, diminish the effectiveness, make it cost an extra spell slot, or adjust some other factor.
- Barbarians: inspiration and mechanics
- Update #39: Non-Core Classes, Cooldowns, Attack Resolution, Damage vs. Armor and a Tileset!
- Update #39: Non-Core Classes, Cooldowns, Attack Resolution, Damage vs. Armor and a Tileset!
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Update #39: Non-Core Classes, Cooldowns, Attack Resolution, Damage vs. Armor and a Tileset!
This is something that needs to be done right, especially if people's screens continue to get bigger and the resolutions higher. When I watched the video the characters looked okay, but on a laptop or even a 20" screen it will be a bit hard to stand out for a character. P.S. Like 55 secs into the video somebody takes a snapshot of Josh, or are there will-o-wisps in the vicinity of OE's HQ? I played through BGEE recently; the wider view has resulted in the characters appearing proportionately much smaller. That's probably inevitable given the nature of the game and the trend in monitor resolutions. However, if you blow up Josh's sample viewing image to the dimensions of your display, I'll bet the figures will be large enough.
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Spell system
Yes the BG2 spell list was large and varied, but didn't most of us end up just using about 20% of the spells? Changing spells was a time-consuming process, so it was usually better to pick the most useful ones and occasionally tweak situational-specific spells (like invisibility purge/see invisibility vs. the sirens). It might be interesting if the magic system had a counter-mechanic for overuse of specific spells. Say, if you cast magic missile all the time, then your magical link to that pattern grew worn and the spell became weakened. Another approach would be to have fewer magical patterns (spells) but many variants. You learn one of those variants to start with, then gradually expand your repertoire and learn to adjust it situationally. For example, your magic missiles could acquire knockback capability, delayed activation, elemental aspects, morale-lowering shrieking sounds, and so forth.
- Update #39: Non-Core Classes, Cooldowns, Attack Resolution, Damage vs. Armor and a Tileset!
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Update #39: Non-Core Classes, Cooldowns, Attack Resolution, Damage vs. Armor and a Tileset!
Cool update! Thanks for all the interesting details. One issue occurs to me: I'd expect the three weapon types (crush, slash, pierce) to trend from good to bad or from bad to good as the armor ranges from light to heavy. That leaves you with four possibilities for damage against light/medium/heavy armor: 1) bad/bad/good 2) bad/good/good 3) good/good/bad 4) good/bad/bad Whichever three you choose (for crush, slash, pierce), one (or two) forms of armor are going to be better against more weapon classes than the other form(s) of armor. I.e. it leaves you with a certain lack of symmetry. I guess you could pick 1/2/4 and stack it in favor of light armor, with the counterbalance being that light provides less overall protection.
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Ciphers: Inspirations and their mechanics
I could see ciphers having a limited form of mental invisibility: causing a target to completely ignore his presence. Another power could force the target to focus completely on their current task, making it more vulnerable to flank attacks. The cipher might be able to drain the mental capabilities of a dying creature, gaining temporary skill bonuses. Ciphers could have a mental attack capability against any thinking target; success lowers the willpower defenses against other cipher powers. The drawback is that the attack takes time to be successful, and trained beings may have learned mental defenses that make the task even more difficult.
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Small suggestions. Easily implemented ideas, quickfire thoughts.
^^^^ Yeah, journal annotations would be nice. Not sure how implementable that is though, given the way that journal entries change up as you finish tasks.
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Small suggestions. Easily implemented ideas, quickfire thoughts.
Speaking of floating castles, check out Mokah's NWN2 screenies in this Bioware thread.
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Ciphers: Inspirations and their mechanics
Since they are mental-power focused, concentration should probably be a significant factor for maintaining effects. The more effects they maintain, the less attention they can pay to their surroundings. That would provide a vulnerability that necessitates teaming up with others. Otherwise I could just picture them taking control of everything behind the scenes.
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Favourite Companions
Well everybody has different experiences; Shandra was the one character in the NWN2 OC that I actually grew to like almost right away. Perhaps it was because she's an unpretentious farmer-turned-warrior character, and a genuinely decent person. Her fate was... moving... and something of a let down.
- Josh Sawyer on Miss and Hit
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Josh Sawyer on Miss and Hit
I think this goes back to the "mortification of the flesh" aspect of the monks. While I'm not sure how "true" this aspect is to all monks, I do know that some monks IRL actually do this. Shaolin monks as well as Christian monks train their bodies/self-flagellate to reach a higher spiritual level. I had the same experience with regards to the term "Wounds". It doesn't really imply a transformation or impulse transfer effect. Shrug. Not that it matters.
- A Spell-free Project Eternity?