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rjshae

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Everything posted by rjshae

  1. While Oblivion isn't a PnP company, I can't see that as being a real obstacle. At the very least, Chris Avellone wrote for PnP games before getting into video games, and JE Sawyer has written a PnP system for Fallout. What is this Oblivion company that you speak of? Sorry for mangling the company name. That's inexcusable.
  2. That's the idea. And as I wrote in my Formspring post, your lower level spells aren't unlimited. You will still temporarily lock out all spells of that level once you've cast enough of them. To me the one oddity is why do spells of a particular level get locked out? That makes sense from a game balance perspective, but the mechanism is a little harder to explain from an in-world context. Still, that's kind of how it works for Sorcerers and Bards in D&D. I guess it makes about as much sense as hit points representing damage.
  3. A decent in-game item that others have to locate before they can use would be okay. I.e. like an easter egg.
  4. People should be free to have the kind of gaming experience that they want. But it might be nice to have a difficulty level option somewhere between "save scumming" and hardcore.
  5. Nothing much; they've been feeding us some pretty good details on a project that is still very early in the development stage. I hope they knock it out of the park!
  6. While Oblivion isn't a PnP company, I can't see that as being a real obstacle. At the very least, Chris Avellone wrote for PnP games before getting into video games, and JE Sawyer has written a PnP system for Fallout. No, it's not an obstacle. But pen-and-paper games don't have large margins, so it's not likely to generate much profit. Depending on how well the game does, they'd might have more success licensing game-world fiction or a collectible card game.
  7. It would be nice to see some different undead in PE. Perhaps a soul-sucking undead that drains away powers related to the souls of the living? Or a "hive mind" undead that fights in unison? Maybe something eerie that draws upon energy sources, creating a region of miasmic inky darkness? How about a wierd animated form made of different skeleton parts that skitters about like a giant centipede?
  8. I tend to look at that as a good thing, to me, and it's probably the D&D influence that makes me think like that, bu, a Wizard without a spell book, to me, isn't a Wizard. It's a Sorcerer. I like the heavy focus on the grimoire. That's a bit of personal bias, mind you. A Wizard, in whatever setting, is whatever the setting requires it to be. This particular setting and its grimoire focus just happen to go along with my preference. No it's not a bad thing. But it should mean that Wizard characters can't just swap grimoires, and a Wizard shouldn't be able to immediately use a grimoire that they find in a dungeon somewhere.
  9. I think that has been mentioned a few times before. It's a reasonable idea, but Oblivion isn't a pen-and-paper gaming company.
  10. Randomization would be okay if there were an in-universe mechanism to explain it (such as magic). Otherwise, I'd rather they didn't.
  11. Good job that things got wings. Those horns would be a royal pain to try and get down a hole. Snobbery has nothing to do with it, Sir NerdBoner. Good luck with that "anonymity" thing.
  12. One day I'd like to see an adaptive save-restore system that allows you to replay an encounter any number of times, but have the game keep track of your attempts and throw a little curve at you with each do-over. That is, if you discover that you used the wrong tactic the first time through and do a restore, then on the second attempt the tactical situation changes. Not a complete change mind you, but just enough of a revision to throw a wrench into your well-considered plans (just like in a real battle). This is something the game developer could configure during play testing when they find that certain fights frequently cause save-restores. It would add a lot of variety and interest to the game.
  13. I'd actually like to see some quests with smaller than normal group size, just to change things up.
  14. Yes it seems to imply that grimoires are more than just guides on "how to cast these spells"; there's actually something intrinsic to the tome that maintains the spell motif in the caster's mind. Somehow the wizard forms a link to the tome that enables those specific spells.
  15. I have a question along these lines. In D&D, wizards have had many options to make camp a safer experience. But it seems like that should be more the role of a priest. Why couldn't a cleric request supernatural aid to protect the resting party from danger? Say, calling upon a spirit that subtly steers aside potential threats, then warns the party if the threat still approaches.
  16. They could always add late development stretch goals for those who want to contribute via PayPal after the Kickstarter cycle comes to an end. Possibly that could be something that can be tacked onto the main development effort, like extra dungeons, additional side quests, and more monsters and spells.
  17. I was a big proponent of slavery...that didn't come out right... when i first heard of this project I immediately thought how great it would be to own slaves! -for evil guys ofc- <_<; and the rest of the people could hire peasants and serfs to haul all your loot on donkeys! Yes, I've had that thought as well. I think they would probably be better off not touching that idea, even though it's an adult subject.
  18. How about a trained flying monkey that can perform simple fetch tasks but otherwise stays out of danger? then it would effect the game. They said its cosmetic. Also, flying monkeys are creepy Call it an imp then.
  19. A nice touch would be to allow skilled Wizards to be able write more spells in the same sized tome. I.e. they learn their own private magical shorthand that allows them to write spells more compactly.
  20. How about a trained flying monkey that can perform simple fetch tasks but otherwise stays out of danger?
  21. I interpret rare to mean once or twice per game, but perhaps you mean to balance that scarcity with variety? Healing balms and salves will likely need to be commonplace for balancing purposes.
  22. Since the view is always isomorphic and downward facing, it would be nice to have a time indicator panel that also showed the weather conditions, including something to say whether it's hot or cold. (Pretty sky pictures with moving clouds are a plus.) A well-done implementation would allow skilled players to guess the pending weather conditions and try to take shelter before a big storm hit. It would also be realistic if the fog of war was impacted by the weather; heavy rain, thick fog, or night should make it much more difficult to map the area.
  23. They've already stated that they will be doing a mix of cultures and technology levels, so there's room for variety. I'd say it should depend a lot on the history and the cultural interactions. The mix of racial types and the effect of magic are bound to create some changes from a true, historical European setting. But I have no issue with big chunks of the setting following traditional fantasy tropes; change for the sake of change is not always beneficial. It's good for the setting to give players some basis for relating to the conditions, while mixing in enough novel elements to make it interesting.

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