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rjshae

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Everything posted by rjshae

  1. They could generate a random value for each party member and a random key for each skill check, then use the pair to determine the result. (XOR?) The same character would always get the same result for the same test, regardless of save-restores. But the results would change on each subsequent play through, giving you a completely different game.
  2. Here's a variant of an idea I worked on at one time: The underdark being the dangerous place that it is, from time to time there are groups of refugees fleeing a mass atrocity by one villainous race or another. Naturally they seek a safe harbor in some remote, inaccessible corner where they can build a new life. Such groups founded a settlement called Underfalls. It is situated underneath a subterranean river that falls over a precipice, drops several hundred feet to form a thundering waterfall. The original settlers dammed up and re-routed the river so that they could dig out a safe haven in the rock. After the first chambers and tunnels were dug out, the dam was removed and the waterfall restored. Thereafter, entry to the settlement was gained by tilting a large rock slab at the entrance, which redirects the falling water sufficiently so that wagons and pedestrians can make their way inside under the watchful eye of the well-equipped guards. The natural defenses of the settlement, combined with its relative inaccessibility, have indeed made the place a secure haven, and many diverse creatures have now made it their home. The settlement has expanded into a large town by industrious miners, who have dumped the rock debris further down the river channel and created a deep pool that serves as an additional barrier. Aquatic allies of the townfolk have made this pool their home, and add to the defenses. The female leader of the town is a potent battlemage who rules with a firm but fair hand. (In the original, I had her as a half-dragon.) The influence of the place has started to expand into the neighboring tunnel regions, and potential threats have begun to stir... Just having a little fun.
  3. The ending to the NWN2 OC was too much of a pointless grind with no opportunity to rest or gather supplies. I stopped wasting my time about 2/3 the way through.
  4. To me the current map is excellent. It's evocative of many an enjoyable fantasy novel. The Britannia map? Eh, not so much.
  5. Perhaps a city built on top of the remains of another?
  6. And the Diplomacy skill check is failed...
  7. I do like the idea of an underground city, but only if it makes sense in the context of the campaign they are planning. Maybe a sunken city with a lot of mysteries? Perhaps the original builders have left, and the remains have been re-occupied by others? Putting the city in a large cavern is probably better for the artwork. There could be an underground lake around the edges.
  8. I don't have a problem with "traditional" potions. They're a resource just like spells. If you don't like them, sell them and buy something else. Most of your concerns appear to be regarding game balance; but if they modify the potions to be more difficult to use and less impactful, that just means they will have to balance that with something else. Potions would need to be more common or encounters less difficult.
  9. I prefer the concept of being able to "push" a spell. That is, you can choose to invoke a spell at a more powerful caster level, but at a not inconsiderable risk to yourself. The consequences of a failed push could range from singed eyebrows to summoning the archdaemon Yaegholith from the 56th plane of endless suffering to come and smite you most profoundly.
  10. I guess I was a little miserly and just pledged $65 for the boxed copy; normally I'd wait to see the game reviews before paying even close to that amount. Still, I am tempted by the T-shirt and the almanac.
  11. Oblivion handled this decently well, but that was a sandbox-style game with a (presumably) large development budget. BG at least has a reputation system with significant consequences for killing innocents (which perhaps could have been implemented better but at least it was there). I agree that many CRPGs don't handle thievery well. You can often loot from containers to your heart's content, even within sight of the owners of an establishment. That's not a realistic simulation. Maybe containers should issue AI shouts that trigger appropriate behavior on nearby NPCs? (Help, I'm being looted! )
  12. Number 3. The less handcuffed I am in choosing a character I want to play, the better.
  13. Riddles can be fun, but they aren't so great for re-playability. (But the same can be said for other puzzles.)
  14. The good news is another level is being added. The bad news is the levels are all 10 ft. by 10 ft. rooms connected by an elevator.
  15. Impressive pic. Unfortunately you can see the tiling in the water area, which detracts from the scene. Maybe they need to use Penrose tiling, or some similar non-periodic method?
  16. I voted "None" just to be a wiseacre, and because there was no "Let's let the writers decide" option.
  17. I do hope that pic of a duct-taped pet is just photoshop.
  18. Yes it's been discussed before several times. For me the best bet would be for Obsidian to license it to a PnP gaming company.
  19. It would also be good if the game somehow reflected the amount of room needed to properly wield a weapon. Staves and Zweihänders should be difficult to employ in narrow passages or when fighting shoulder to shoulder.
  20. I'd just like for there to be a reason for sub-races to exist, whether it is evolutionary adaptations or the will of the gods. Hopefully they will get rid of that favored class nonsense and replace it with something better.
  21. If they base PE on a D&D-like system (as it sounds like they will), possibly they could use different mental stats for the DC modifier against Fort, Ref, and Will. I.e. use the Int modifier against Ref saves, the Will modifier against Fort saves, and the Cha modifier against Will saves. Combining that with a reduced reliance on Int for bonus spells and spell level restrictions would increase the incentive for wizards to improve their other mental ability scores.
  22. I have mixed feelings about this. Trainers worked decently well in Oblivion, but that's mainly because that system uses percentile ranges and has no classes. I'm dubious that they would work well with, say, the D&D 3e rules set. But they would be okay for special feats or rare spells.
  23. Sorry mate, I do agree with what you're saying. It's good when a setting is self-consistent, and everything makes sense at a certain level. Sometimes I wonder though whether fantasy gaming has rationalized the topic of magic a little too much. I mean, folklore has magic being mysterious and unpredictable. Instead, everything magical in a RPG is neatly packaged in a logical set of consistent rules with repeatable effects.
  24. 50" 3D LCD? Hmm, maybe that's when the modders will finally add the horse mounts patch?
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