Everything posted by rjshae
- What's Everyone Looking For In Strongholds?
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will I need to know dnd rules to understand this game?
From what I've read it seems like they want much of the flavor of D&D, but with their own unique rules set. That would give us the Baldur's Gate-like experience and allow them to escape the licensing baggage. However, that does leave them with the problem of having to re-invent a lot of the meat of the D&D system: the spells, creatures, classes, magic items, and rules set.
- Hide UI option
- Update #28: What We're Up To
- Armor class
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Starting Equipment
If they have background feats, then a nice touch would be to have the pick also determine your starting equipment.
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D&D Bestiary?
Don't be so sure On the other hand, I'll bet weresnarks haven't been snatched up yet. I call for a weresnark hunt!
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The Powergaming Problem
I'm fairly sure that the Romans "power gamed" their way into owning an empire. Their tools and tactics were steadily optimized over time, and if something didn't work they changed it. I don't think there's anything intrinsically wrong with building your character with the optimal set of skills to be an adventurer. But it is more fun when there are a number of different optimal paths, just like there are a number of different ways for a player to contribute to a winning sports team.
- Update #28: What We're Up To
- Arsenal in Project Eternity.
- Armor class
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Arsenal in Project Eternity.
I really like the GURPS approach to combat, with the swing/thrust attack forms, parry/block defenses, and the bash/slash/pierce damage types. Once you have a general mechanism like that in place, then implementing distinctive weapon and shield variety isn't a big leap. In practice, of course, the mechanics would be handled by the characters so you don't have to micromanage everything. But it would present some tactical decision making with regard to your weapon and shield selections.
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Low content density vs. greater density of content
Crowded wilderness areas just feel highly unrealistic. A more time-based approach rather than a spacial approach would give it a better feel. I.e. each time you wander the map, you'll bump into different things.
- How long do you think until PE is finished?
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A question of Loot
This should be easy to model: if the party has somebody with a 'survival' skill then the corpse leaves a skin. Drakensang simulated it in more detail by giving an 'Animal Lore' skill. But that's perhaps too detailed for this type of game.
- Ammo?
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How long do you think until PE is finished?
If they work on building an enjoyable game that is representative of a Baldur's Gate brought up to the present state of the development art, then under two years. If they try and satisfy every single input from all posters on this forum, then at least double that time. Plus they will greatly exceed their budget, resulting in a calamitous failure and the end of Kickstarter. Well... maybe not quite that bad, but they surely won't be able to please everybody.
- Update #28: What We're Up To
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Wilderness areas and Exploration
I just hope they don't feel like they need to stock every little nook and cranny of a wilderness area with something to do. That just feels very unrealistic.
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map
From what I've heard you'll be travelling from location to location, rather than in a sandbox environment. There's bound to be at least a few locations that you only find out about through exploration or as a quest.
- The Stronghold and its features.
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Books and lore for each item.
An advantage of the Forgotten Realms setting was that there was a lot of history and lore already developed, which the authors could draw upon for background material. Building up the lore from scratch will likely be a lot more laborious.
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Break down of funds
Nah, they've already got enough to do. If we keep asking for every little thing, it'll take them an extra year to finish.
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About Player Portraits
Yes, too soon.
- Update #28: What We're Up To