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rjshae

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Everything posted by rjshae

  1. We're men... we're men in tights We roam around the forest looking for fights. We're men... we're men in tights. We rob from the rich and give to the poor, that's right. We may look like sissys, but watch what you say or else we'll put out your lights.
  2. ToEE let you have eight: five you generated and three you recruited. It didn't seem to hurt the game too much.
  3. Yea, I should have added one, but I did not think at the time and given my opinion is to drop martial arts and have a different kind of monk entirely, that would have coloured the poll a bit. I think the community is slightly divided on the subject, some like and some dislike, Obsidian has no hope of satisfying everyone with this class. I'll bet every class except the core four have some opponents who would love to see them gone. It's a compromise.
  4. Depends on the depth of the combat system, but yeah, different weapons for different situations. A rapier for unarmored foe versus a whacking great sword for an armored knight. If you are disarmed, or the weapon breaks, then you can switch to the mace. Against somebody with a shield, then a flail.
  5. I guess the developers could encode information into the maps that describes whether a particular unwalkable area provides partial cover and allows adjacent ranged fire to pass through it. The AI could then compute line of sight to the target, check if it intersects an unwalkable area, then have the creature behave accordingly (crouch or whatever). Fire around corners would be a little more difficult to implement, I think.
  6. Why does Robin Hood: Men in Tights spring to mind? I'm sure the modding community will come up with enhanced garb to complement whatever Obsidian develops. We won't be able to see that much detail on the game's denizens anyway.
  7. The D&D alignment system is a trivialized view of complex behavior patterns. Personally, I prefer the HERO/Champions approach where characters suffer from specific psychological limitations to varying degrees. In Odo's case he had a psychological limitation that caused him to carry out justice (common/strong).
  8. Being able to use concealment for defense against ranged attacks would be a welcome addition to the tactical options. It's a realistic behavior and the enemies can use it just as much as the player. I'm just not sure how readily it can be implemented in a game of this type.
  9. I'm okay with a stronghold as a goal. I just don't want to spend the rest of the game decorating the place (without a compensating benefit). If I wanted to build a castle I'd buy a kit.
  10. I'd like just whatever Obsidian comes up with. They are designing a new setting with new cultures, so the character races should be appropriate for those circumstances. Trying to force-feed a fan favorite into the mix would be kludgy at best.
  11. That would be stupid, yes. It wouldn't be quite as stupid if you could switch to purely defensive mode while you recover your breath and overcome the pain.
  12. I hope they have a Ball and Chain of Grumbling item. It's intelligent, but all it does is whine about what's in the Kickstarter pledge levels. Joking, of course.
  13. That does make a lot of sense from a resources standpoint. They can always add one or two more companions with the expansion pack.
  14. I've played games where vitality slowly returns during combat (in contrast to injuries, which must be healed). It's an okay mechanic; the main factor is that the total vitality must be lower than what you'd get with a system using out-of-combat healing. That way, the net risk is the same, with the additional factor that the heavily damaged character will have the option to retreat in order to recover without healing magic.
  15. I like it. The game designers could also flag specific items throughout the game that are of particular interest to Adventurer Hall recruits. If the party finds one of those items, a member of the appropriate class would call dibs and claim it for him- or herself. Those items could precipitate background-related conversations that would add some color to the otherwise generic characters.
  16. Orcs and Drow are interesting races, but they should get strongly negative reactions during most encounters and conversations, if not outright belligerence.
  17. It pretty much points down to a choice of class-related strongholds with little customization, or a single-class stronghold with many customizations. Since we are already getting a house, I'm not sure that adding a customizable stronghold would add that much value. Shrug. They'll never be able to please everybody, but maybe the modders can put something in later?
  18. Hopefully specialties like these can be mostly covered by themed extensions to existing classes.
  19. I prefer the Baldur's Gate series approach where the stronghold depended on the class.
  20. Plus a castration option to keep that tone just right. Kidding.
  21. Maybe such features could be included as a game option in the expert mode. I'd like the ability to turn it off.
  22. It's not always about wanting to exclude certain classes; it's about trade-offs in resource allocation. Do you want Bards or do you want, say, an underwater adventure? If you don't particularly want to play Bards then you might prefer the underwater adventure. No matter. We're all getting something we want or we wouldn't be here. I'm looking at it from the opposite side. Without the Bard Chanter, the Underwater adventure won't be there because the Chanter God hails from tales of a Siren that lured in good men and taught them how to sing for her pleasure.... *shrug* see where I'm getting at? You didn't disprove my point; you only noted that they will be a Chanter-related experience. The original poster was saying that we shouldn't play the Chanter if we don't like them. But that would therefore preclude the Chanter-related side quests for that player. I'm saying that the Underwater adventure (or whatever) would be available to all, regardless of whether you play the Chanter or not. Anyway, it doesn't really matter at this point. It's a done deal. I actually kind of enjoy companion-related side quests and I'm hoping the developers will make Paladin and Chanter something that everybody will want to play.
  23. It'll depend a lot on the damage system they adopt. If they have hit points with a separate injury system similar to Drakensang, then the level won't matter quite as much. You suffer degradation in capability with each injury and then you go down after four injuries. It felt a lot more realistic that way.

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