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rjshae

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Everything posted by rjshae

  1. One day I'd like to see an adaptive save-restore system that allows you to replay an encounter any number of times, but have the game keep track of your attempts and throw a little curve at you with each do-over. That is, if you discover that you used the wrong tactic the first time through and do a restore, then on the second attempt the tactical situation changes. Not a complete change mind you, but just enough of a revision to throw a wrench into your well-considered plans (just like in a real battle). This is something the game developer could configure during play testing when they find that certain fights frequently cause save-restores. It would add a lot of variety and interest to the game.
  2. I'd actually like to see some quests with smaller than normal group size, just to change things up.
  3. Yes it seems to imply that grimoires are more than just guides on "how to cast these spells"; there's actually something intrinsic to the tome that maintains the spell motif in the caster's mind. Somehow the wizard forms a link to the tome that enables those specific spells.
  4. I have a question along these lines. In D&D, wizards have had many options to make camp a safer experience. But it seems like that should be more the role of a priest. Why couldn't a cleric request supernatural aid to protect the resting party from danger? Say, calling upon a spirit that subtly steers aside potential threats, then warns the party if the threat still approaches.
  5. They could always add late development stretch goals for those who want to contribute via PayPal after the Kickstarter cycle comes to an end. Possibly that could be something that can be tacked onto the main development effort, like extra dungeons, additional side quests, and more monsters and spells.
  6. I was a big proponent of slavery...that didn't come out right... when i first heard of this project I immediately thought how great it would be to own slaves! -for evil guys ofc- <_<; and the rest of the people could hire peasants and serfs to haul all your loot on donkeys! Yes, I've had that thought as well. I think they would probably be better off not touching that idea, even though it's an adult subject.
  7. How about a trained flying monkey that can perform simple fetch tasks but otherwise stays out of danger? then it would effect the game. They said its cosmetic. Also, flying monkeys are creepy Call it an imp then.
  8. A nice touch would be to allow skilled Wizards to be able write more spells in the same sized tome. I.e. they learn their own private magical shorthand that allows them to write spells more compactly.
  9. I interpret rare to mean once or twice per game, but perhaps you mean to balance that scarcity with variety? Healing balms and salves will likely need to be commonplace for balancing purposes.
  10. Since the view is always isomorphic and downward facing, it would be nice to have a time indicator panel that also showed the weather conditions, including something to say whether it's hot or cold. (Pretty sky pictures with moving clouds are a plus.) A well-done implementation would allow skilled players to guess the pending weather conditions and try to take shelter before a big storm hit. It would also be realistic if the fog of war was impacted by the weather; heavy rain, thick fog, or night should make it much more difficult to map the area.
  11. They've already stated that they will be doing a mix of cultures and technology levels, so there's room for variety. I'd say it should depend a lot on the history and the cultural interactions. The mix of racial types and the effect of magic are bound to create some changes from a true, historical European setting. But I have no issue with big chunks of the setting following traditional fantasy tropes; change for the sake of change is not always beneficial. It's good for the setting to give players some basis for relating to the conditions, while mixing in enough novel elements to make it interesting.
  12. I actually enjoyed some elements of DA2, but then I'm mostly an optimist by nature. The two rogue characters were the best by far; very reminiscent of some Conan series characters. Several of the level boss fights were engrossing for their tactical difficulty. I also liked that the main protagonist actually had a (mostly) likeable family, which added to the plot. The look of the city and its associated areas was pretty good, although not quite up to the standard of excellence set by Vizima in The Witcher. The day/night system was a nice innovation and the split of armor and defense is something that is much lacking in D&D games. There are elements to dislike, of course, but those have already been hashed over my multitudes.
  13. A big differentiator would be a medieval setting with a pantheon rather than monotheism. I'm not quite sure how that would work, but perhaps instead of a modest church with a priest, we'd see lots of little shrines and symbols with itinerant priests representing different gods.
  14. Personally I'd like the medieval lands to be plausibly medieval, even if the world setting is different. Villages in dangerous regions have palisades and a militia, with the villeins living in hovels with thatched roofs, lords having a demesne and a hunting forest, medieval professions are represented, there may be a hedge wizard or a local herbalist witch, &c.
  15. The dungeon designer was mad, so I'd expect the theme to include a certain irrationality. Like a Winchester Mystery House craziness, but with traps and monsters.
  16. Plenty of interesting information in this post. I like a lot of what they are implementing. Given this D&D sorcerer-like implementation for spell casting, is not clear how wizard specialization could be implemented. How will, say, an elementalist be differentiated from a necromancer? Perhaps it's just expressed in the effectiveness of the spells cast? Likewise, will the spell selection of a priest be representative of their deity?
  17. I think the main advantage of having multiple currency types is that they tend to give the high value items lower currency numbers. For example, if the cost was listed in the lowest denomination, the cost might require carrying 50,753 worth of coins. (At 3.5 g per coin, that's 177.6 kg or 391 lbs.) If you break it into multiple currencies, then you can list the cost as, say, 100 Ducats, 15 Thalers, and 3 Farthings. Fewer coins means less weight to tote around.
  18. Jokes aside, a soul in this setting might be something connected with the world-origin story. The lore we've read thus far suggests they keep manifesting in physical bodies and can become broken along the way, but that implies an origin earlier than humankind and the other races. Hence, they may have been created by the gods, who allow them to periodically take physical form along the way. Speculating further, PE souls may actually be an expression of a deeper reality while the physical world is just a mapping of shape and form onto that reality. That is, souls occupy dimensions that are not apparent to the normal senses. Mayhap, when we dream, we linger for a time in that deeper reality where we see the various realms of possibility. Does that sound plausible?
  19. There's some quite respectable material and not a few pretty smart people on Wikipedia, including professional academics. (There's also some total a-holes, but that's another story.) You learn to judge the quality of articles; some are very good, even outstanding; others blow greasy pig's snouts.
  20. They all seem like very make-able goals, so I'm not expecting that they will be cut because that would negatively impact their product reputation. They've also got some fiddle-room in how they implement the goals, so I'd expect the richness of the implementations may vary depending on the rate of progress. Here's hoping it goes very well...
  21. There are copyright considerations. Better for Oblivion to lock up the rights first before announcing the name.
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