Posts posted by rjshae
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An 'Engineer' was generally focused on building structures; I don't think they would necessarily be experts of firearms, bombs, alchemy. Maybe 'Tinker'? That would then include rogue-like specialities such as open lock and disable trap.
Drakensang had a couple of profession classes that were adventure-focused: sapper and prospector.
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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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Bard's would be cool, but they need that something to make them more useful. Or at least give the feeling of being useful.
In Baldur's Gate II I always felt that bards were a little useless or had too little to add to the experience.
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.
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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).
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Edited by rjshae
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.
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The spear and shield combo seems to me to be the arms of a soldier massed as part of a shield wall/phalanx/or other close infantry formation with like-minded armaments.
Different and probably not too practical for an individual adventurer.
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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Edited by rjshae
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.
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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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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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.
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I'm gonna be that guy that makes everyone roll their eyes but... the two women happen to be placed together, on the far right, closest to the giant tentacle monster approaching them while one of the women is having her clothes tugged down.
Yeah, yeah. I need to get my mind out of the gutter.
Right there with you pal... alas.

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Autoheal nowdays is too common, and too lazy.
There should be some mechanics though to prevent being able to rest 10 times in 5 seconds.
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.
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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.
The Role of Rogues?
in Pillars of Eternity: Stories (Spoiler Warning!)
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Edited by rjshae
To me, during combat rogues are like spies, scouts, infiltrators, and fifth columnists in warfare. Their role is gather intel, disrupt the enemies logistics and lines of communication, and perform hit and run attacks.
If the designers come up with a wounds system, then backstab could be done away with and, instead, attackers can be given a significantly increased chance of inflicting a wound during a sneak or rear attack. (If they have multiple attacks then they can inflict multiple wounds.) Rogues in particular should be able to treat a flank attack as a rear attack when an enemy is being melee attacked from another side (as they are experts in exploiting distraction).
My $.02 worth.