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rjshae

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Everything posted by rjshae

  1. 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.
  2. Funny thing about the concept: the idea of a bunch of dangerous, well-armed adventurers wandering around should make the local nobility pretty nervous, at least if they are human nobility. I wonder what makes the place economically and socially viable? Maybe it's run by a clan of dwarves who are powerful enough not to be concerned by the potential threat? They must charge a fee for each recruit. Or each recruit pays a fee for the opportunity to be recruited by capable talent. I guess the latter would make more sense, game-wise.
  3. 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.
  4. There is no good or evil, only survival and extinction. That which brings survival for the self and the group is called good. /
  5. The experience I've had with playing Monks is that they dish out a lot of damage, but they take a lot as well. Being a front-line character, they often take more damage than anybody else in the party, steadily draining healing resources. Thus, while they look interesting and have a lot of bells and whistles, they aren't always an optimal character over the course of a long campaign. That won't matter as much, of course, if they use some sort of autohealing function...
  6. Each companion they add likely increases the intra-party dialogue in proportion to the number of possible companions (2n - 1, where n is the total companions). I'm guessing they may also be planning to add character-specific side quests as well. Finally, it adds to the variations in enemy classes we'll face.
  7. A little condescending, but fair enough. It depends on what level of combat simulation the game allows; too much detail may not always be beneficial. But it may be something they can include in the Expert mode.
  8. It would be cool to have a game system that modeled all those accurate little combat details. A problem in this case is the isometric viewpoint, which probably wouldn't allow us to view moves like that.
  9. Yes, and the ability to add annotations to journal entries would be a nice feature.
  10. Some day I'd like to see a game do real-time authentic crashing surf along a coastline. It's probably expensive to render, I know, and it very likely won't be in this game. But some day...
  11. Several other projects have show a sharp increase in donations toward the end, so it's always possible.
  12. Will this game even allow rendered character images per NWN2? That seems unlikely given the isometric display scheme. I was just expecting a portrait selection along the lines of the BG series. But rendered portraits would be nice, if it can be done cost-effectively. That way they could apply facial expressions for different states and conditions, if they so choose.
  13. Funny. A less irritating Chanter than Grobnar would be good, or I may have to lock him in the basement of the house.
  14. From the heart of Hell I stab at thee... with my feather quill.
  15. For me, Paladins can be interesting, but Bards Chanters are a concern. I hope they come up with a class that is less lame than previous D&D Bardic implementations.
  16. Not quite as excited about the newest classes, but I'm sure it'll make some people giddy with pleasure. I had mixed feelings about Mask of the Betrayer, but it was definitely unique. Sheesh, now I'm almost grumbling (slapping self).
  17. Thanks. Well the description suggested the hall is at a specific location. I'd expected that you'd trek there if you wanted to replace a recruit with a generated character.
  18. I like the way they did it in some of the old dungeon crawl games: when your character was sick or poisoned, you could see it in their portrait expression.
  19. With regards to this topic, I'm kind of curious about something. Way back in the old Pool of Radiance game, they had a Training Hall where you not only went to get trained up in a new level, but you could also try to recruit mercenaries (for something like 1-4 shares of the loot). I'm wondering if, in addition to allowing the player to obtain recruits here, the team from Oblivion have something like this mercenary recruit in mind? I.e. for specific high risk missions, will the player be able to temporarily recruit a hit point soak extra sword to diminish the risk? I could particularly see a need for something like this in cases where the player is creating a single-class team, such as all rogues, and need a reliable fighter (or wizard) for certain missions. Has anybody heard anything to this effect? It doesn't seem like it would be that hard to implement, and the recruits could even be custom NPCs with canned dialogues. Thank you.
  20. Wasn't that captured by the little icons on the character portraits? Granted, the meaning of those wasn't always clear in the BG series. I think they did a better job of that in NWN2. Maybe they need a highlight graphic when a new negative effect gets added to a character?
  21. A novel approach to a CRPG might be to put a major decision point at the last third of the plot, follow both through to a stopping point, then release two entirely different sequels based on which choice you want. They would both use the same software with many of the same elements, but their plots would diverge radically to different locations and characters. Not sure if that is economically viable though.
  22. At D&D v3.5, Druid characters rock; they have innumerable options, plenty of elemental-based spells, and they're not half bad at combat either. It's one of my favorite classes.
  23. Me too. It's been a total nostalgia fix.
  24. Where's the "let them surprise us" options? The last thing I want to play is a plot designed through a series of polls.

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