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rjshae

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Everything posted by rjshae

  1. With Ciphers around, one wouldn't necessarily have to start with a blank slate. A powerful Cipher may be able to insert false memories; perhaps even an entire false background (like the replicants in Blade Runner). Over time a character may begin to discover discrepancies in their personal tale, which will thereafter lead them to begin a search for the truth. This can really mess with a character's head, causing them to doubt what is real and what is not. Note that this could instead be applied to a companion instead of the PC.
  2. Thank you for the update and the nice artwork. It's all sounding good.
  3. ^^^^ You really don't want to mess with an evil fraction. But the others are not half bad.
  4. If you do hide the interface, then it would be nice to have a tab along the border to do a quick restore. (Yes I know there would be a keyboard equivalent.)
  5. D&D has no ownership rights to German mythology. PE can use the name kobold to their heart's content.
  6. Yes, nobody ever, ever comes to hate somebody they once loved. That's why divorce rates are so low.
  7. This would not seem to be cost effective use of resources. For example, the Shadowrun Returns is using ~2,000 polygon models. I'd think that should be plenty at the scale this game is being presented.
  8. Bit of a repeat, but... I'd like to start a game with a random seed mask and have each random decision point have it's own random value, then determine the in-game result based on an XOR of the two values. That way a reload of a saved game produces consistent results, but a new game generates completely different results. The net effect would be to make a replay more unique.
  9. It might be interesting if the PC had an old flame that he or she could re-kindle... with a sufficient quantity of buttering up. That approach was taken (somewhat) in The WItcher and I think it would add more depth to the character's background. It would also cut to the chase faster.
  10. I agree. Something on a smaller scale would be good; perhaps 8-15 capable soldiers who mostly patrol the stronghold and drive off unwelcome incursions into the neighboring village's farmlands (with the help of a few militia). That would increase the importance of the party for defending the stronghold and dealing with raids and such. Your staff might consist of a steward, the captain of the guards, and a few household servants; all very manageable. Plus your family and pets, of course. But that's just me. Are others looking for something more ambitious?
  11. Another sound feature I can appreciate is authentic footfall noises that depend on the type of terrain. Particularly for water, but also for noisy surfaces such as gravel and brush. Sucking bog noises, snapping twigs, clanging metal gratings, creaking stair boards, and so forth, all add to the atmosphere.
  12. I never quite understood that whole two-weapon specialization thing they added in D&D. The archery I understand because they're hunting-type specialist, but why would you favor dual weapons when fighting a bison or a bear? As woodsmen I think they would be more likely to specialize in agile fighting without a (cumbersome) shield, particularly with thrusting weapons.
  13. To me, Druids are just a variant on the Animist tradition. So basically priests of an elementalist viewpoint wherein nature is composed of spirits of various stripes: fire, air, earth, water, and spirit.
  14. I'm hoping the place won't actually be that large; it shouldn't rival the castle of a baron, for example. Perhaps a robust, non-symmetrical two story stone structure located on a rise near a dangerous wilderness area. But an extensive cellar system would be good. As my player acquires gold, a curtain wall can be added and enough serfs to build a walled village at the base. Success in clearing out the local threats would then draw in traders and artisans, plus maybe a jealous rival.
  15. If they were to implement minimum strength requirements for weapons (with a penalty for being under), then put in a significant strength penalty for the off-hand weapon, I think that would balance things out. Things like Monkey-grip should be toned way down, such as limiting it to weapon and shield only with a penalty to attack.
  16. It depends on whether at least five of the existing characters are ones I want to adventure with. I was able to put together a well-balanced group I enjoyed in the BG series, so I have high hopes. If not, then yes I'll go with the Adventure Hall recruits.
  17. Does anybody know if they have an official notification mailing list set up? Thanks. Guilty.
  18. Given the difficulty of securing digital creations and the impact of piracy upon all of the traditional media industries, you're probably right. It's going to be an interesting world.
  19. What are the odds that your stronghold will be left in the dust with the sequel? After all, they have a big wide world for you to explore.
  20. Yes, in a world of arcane rituals, multiple deities, vampires, healing potions, flaming swords, sprites, invisibility spells, and giant spiders, your point is well taken.
  21. rjshae replied to ^Rayne^'s topic in Obsidian General
    Next up? Fringe RPG.
  22. I doubt it since this is mostly a niche market . But it's possible the industry may view this as a way to find new talent (or promising ideas) and go poaching.
  23. So you stipulate that the only thing going on in the entire world is what the PC is doing. If they're off-camera, how do you know what they've been doing? For all you know they went and killed 4,000 dragons and they rightfully ought to be level 50 by now. To simulate that, if you remove a character from your party then after a random amount of time has passed they should disappear from your game world... then show up at some later time. There shouldn't be a guarantee that you can swap characters at a whim. It should be a game-effecting decision that impacts the player to some degree. (That might also improve replay value.)

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