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Everything posted by rjshae
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Back in the BG series, experience growth was relatively slow and it felt like an accomplishment to reach a new level. Since then, D&D v3.5 rules came out and level up began to feel almost like a cheesy accomplishment that didn't require much effort. That has become the trend in modern games: leveling up after every few battles. I have to wonder how this will be handled in PE? It sounds like Obsidian wants to return to the style of the BG series, which would seems to entail a return to slower level progress. If they do allow a more rapid level up, I hope they tone down the power growth rate so that lower level monsters remain a challenge for longer periods. What do you think?
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Paladins and Bards
rjshae replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It wasn't just the Baldur's Gate series. In every party-based fantasy RPG I've played, I added the bard character for novelty but soon wanted to remove them. Bards just feel like a leaden weight. In Oblivion on the other hand, I really enjoyed playing a Bard because their versatility gave a lot of options for game play. To be worth picking up as a companion in PE, I think the designers need to do something to give them a little edge. -
Paladins and Bards
rjshae replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
To me the secret of balancing multi-class characters is that spell power increases geometrically while other abilities increase linearly. That means a multi-class spell-casting character needs extra bonuses, such as is provided by a prestige class in D&D v3.5. But I think the game could accomplish the same thing by providing multi-classing benefits that are unique for each combo. In the case of a Paladin, they could simulate that class with a fighter-priest multiclass plus extra abilities that simulate a Paladin (or whatever they call it). -
How many foes would you like to face?
rjshae replied to Klaleara's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Agree with LadyCrimson, but also what I really like to see is a lot of tactical variety that requires more thought than just running up and bashing foes. Those situations are usually easier to implement with mixed groups of enemies than with single foes, but a single, powerful enemy could always gate in some allies and complicate matters. -
A spear will kill you just as dead as a sword. But with a spear you would probably have to rely more on the shield for defense, whereas a sword is useful for turning an attack. Probably why the Romans eventually bested the Greeks (that and sheer numbers).
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Bard? These are more like Psions in D&D. Yes we know; I should probably have said quasi-bard. If you think about it a little, a mind mage would still need a practical career. Since they understand people very well and are able to alter their moods, entertainment seems like a possible choice. That would also provide a useful cover; people who would be unnerved at the abilities of a psion cipher would be more open to an entertainer. Other likely choices would be orator, merchant, or spy.
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Byzantine infantry also used both spear and long sword with shield.
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Yes, a nice addition... assuming the goal is reached. Like an enchanter, though, they may not be that helpful in certain circumstances... such as with undead. I wonder if these guys (and gals) will roughly be this setting's bard class? I mean they're undoubtedly good with people, they have some bard-like magic skills; all they need is some instrument playing and lorecraft to cover up their true nature.
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The Monk Class
rjshae replied to Aedelric's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It's a different world, so different rules apply. The Greeks had martial arts -- pankration -- as early as 648 BC. Legend has it the art was practiced by Greek soldiers. There's no reason that couldn't have later developed into a creed of religious aestheticism during a dark age; particularly one in which peasants were not allowed to carry weapons used by a knight. Hence it is feasible for use with a Western-type fantasy setting. But some name changes, for both monkish weapons and powers, would perhaps be fitting. -
PayPal Support is Now Live
rjshae replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
Hurray, I'm in! -
Proposal for a new Rest Button
rjshae replied to Hypevosa's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Autoheal mixed with an injury system works decently enough. I particularly enjoyed the wound system in Drakensang that worked to debilitate the combatant. You could take up to four wounds before you dropped to the ground, with each wound causing cumulative damage. -
Hello Guildmaster, Here's a few random notions on possible rewards: - A limited edition PE contributor's T-shirt would make a nice conversation point. - An insider CD video of designer comments following the release. - Collectable playing cards illustrated with concept art. - Custom table-top gaming miniature based on an in-game character or creature. The current trend of stretch goals seems fine to me. As was noted above, overreaching might not be beneficial.
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I'd say that in-universe humor is welcome, as per the occasional example in the Lord of the Rings movies; humor that breaks the suspension of disbelief is better left for more whimsical games. But I'd fully expect that, in cities, there would be a market for magical trickery and practical jokes, for example, which could even take a nasty turn. Magical curses could be unintentionally humorous, such as a wealthy and obnoxious baron accidentally being turned into a flatulent pig.
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It's a nit, but the idea of spells "recharging" is an odd one. In reality it's your connection to the magical ability that's recharging. Perhaps a spell represents some type of arrangement of connections that somehow gets unfolded when you cast the spell. The connection then needs to return to its original form before it can be tapped again. Higher level spells are more complicated connections and, consequently, take longer to fold up again. Mayhap, when your mind is in a quiescent state, the folding can proceed more readily. That would suggest spells are restored more rapidly outside of combat than in. It would also suggest spells are more difficult to restore when the mind is dulled by fatigue, or by toxins or poison.
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In traditional folklore I've seen elves described as "supernatural" creatures. I've also read interpretations that they have "spirits" rather than "souls", whatever that means. Hence I wonder if they will somehow be differentiated in terms of "souls" within the game? Perhaps the nature of their supernatural selves is the reason they are a more magical race? One notion I had is that, rather than having separate souls, the elves share a "common soul" with nature. Hence it is never shattered at the individual level, although it may become so at a higher level. This shared soul is the reason why elves have a very different view of the world, and are seen to behave strangely. Indeed, they may have more in common with nature spirits than with mankind.
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Generic fantasy setting?
rjshae replied to Metabot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That's a funny thing about fantasy games. People are okay with true-to-life historical fiction games, but give them a fantasy game and it's got to be "different". I don't think there's anything intrinsically wrong with using stock fantasy tropes; it's what you do with them that matters. -
Aye that Interesting. The mystery remains, however. What do the guys at Obsidian want with 2D artists? If Project X is not an IE game, could it be a sequel to one of the IE games running on the Onyx Engine and so, therefore, more 2D artists will be needed? Also, the words on the main page lead me to believe that this is going to be a fantasy title rather than Fallout or Alpha Protocol. It's not a mystery. They've already stated they will be using 2D images, presumably mapped onto the 3D representation in the isometric perspective. to be fair, I don't think that was the case on september 12th when this thread was made Aye that's true. My bad.
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I'm actually hoping they don't do this for the initial release because it would bleed off already scarce resources. It may be better to wait and see if this is a commercial success, then look at the modding option as a way to maintain long-term fan interest. I'd rather them build a game engine that is readily extensible so they can back-port any added features to the first release.