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rjshae

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Posts posted by rjshae

  1. I am expecting a game equal to any one of the classic infinity engine games, no more.

     

    Obsidian are great developers who have proven their ability to come up with great characters, story and game systems. Since this project has no meddling publishers and no Intellectual Property restricting its design or story direction, their is no reason to not at least be a bit excited.

     

    ...with the pathfinding fixed. :)

  2. Stuff will always get cut. In every game.

     

    Sometimes cut content is just content that messes with the pacing and/or downright annoying.

     

    Yep. I'm expecting they'll start off with a list of ideas, perhaps including many of those proposed here, then the list will get whitted down to a workable total. They obviously can't possibly satisfy everybody's wishes.

     

    One possibility is that they will implement a set of goals with the first episode, then add more as new episodes are developed. They may even back-port the additions to the older releases (depending on the financial success of the release).

     

    But still, it's interesting to read about everybody's varying preferences in a CRPG.

    :cat:

  3. ·

    Edited by rjshae

    Roman coins had a weight of about 3.5g. That's around 386 coins per kg, or 130 per pound. If they use realistic coin masses then it should only start to matter when the total reaches 1,000s of coins. The weight will provide a motivation to spend some loot on magical bags of holding, but otherwise it's a nit except at high levels.

     

    For simplicity, there could just be a cap on the total coins the party can lug around. Or the game could apply a penalty to overland movement rates based on total coinage. In the case of treasure like huge dragon hoards, the game could switch to using gold bars that have significant weight.

    :cat:

  4. I know you guys have trouble suspending your sense of disbelief but there's a very important factor here. No injury should be more troublesome than reloading the save before the battle started. If you make combat challenging and resources limited then save scumming becomes a necessary strategy.

     

    Even beyond that these designs are very good at making injuries inconvenient. I don't want to have to fret about every bandage or arrow in a party. I want to focus on the adventure, exploring, characters and the strategy of combat. Not having to hobble back to town at quarter speed so I can haggle with the town physician about how much to pay for treating an injury and whether he can get supplies then having to wait an ingame week and a real life hour before trekking back and realising the system would be identical if I just regenerated to full life after the battle and just go a couple gold less in rewards.

     

    Some things can be safely abstracted to keep the story flowing. Make HP stand for "Heroic Power" and let me regen to full after each battle.

     

    Good points. A simple damage and healing system is usually best (although I do rather like how it is split into hit point damage and injuries in the DA series).

     

    One idea I've toyed with for table-top gaming is to make magical healing somehow less thorough than natural healing. The healing magic basically provides a scaffolding that allows the body to keep functioning, but it's really just a type of surgical glue. As more and more damage gets patched back together with magic, the overall bodily health becomes increasingly fragile. After a while the PC just has to go somewhere and rest for some number of weeks.

     

    You could model that process as just a cumulative count of the magical healing applied. That counter then needs a cool down period in a safe, cozy environment, such as the player's house. The higher the count becomes without suitable rest, the less the character is able to recover from poison, disease, and critical hits. It functions like 'exposure' does in the real world; after a long trip in the wilds, the body needs some time to recover its full stamina.

     

    This effect is also not something you could ignore by using a game restore because it gradually accumulates over time; you'd go on a long adventure, take your hits, then you'd have to rest up afterward. At that point, good food, healing herbs, a comfortable environment, and TLC help speed up the process.

  5. Nothing personal, and of course you are completely entitled to your opinion, but I must admit that every time I read someone ready to dismiss game mechanics and balance using the "I play for the story" argument, I cringe a little bit.

     

    If it introduces a larger audience into the genre, that seems like a good thing. :cat:

     

    Hmm, rather than "easy mode", they could call it something like "Story mode" or "Casual gamer mode".

  6. TBH I'm not really enthused about this latest news. As a story driven player, I'm not too fussed about hardcore modes and the like, and I know for a fact that I will not be using any of the features included in the stretch goal except for the new race, possibly. Hopefully the next one will include further content or mechanics that I find useful (e.g. UI features, in-game refinements) instead.

     

    If you're story driven, then you might like the ability to turn off the clues about internal mechanics, such as how much rank in a particular social skill you need to succeed or by how much you failed a particular check. Instead you'll have to rely on other clues.

  7. ·

    Edited by rjshae

    Hello.

     

    I hope that spell-casters in this game don't look like they were dressed by Hugh Heffner. Mages tend to schlep about in robes, togas, dressing gowns, dresses.

     

     

    Surely you mean Don Hugh d'Heffner, the nefarious 14th century courtier and philanderer? Why good sir, such splendid robes and pointed hats have been worn with aplomb since the very dawn of fashion. Surely you are aware of such sensibilities? :yes:

  8. ·

    Edited by rjshae

    Personally I'd be fine with a mix of unique human variants, which isn't represented in the poll.

     

    Can you please define?

     

    Well, for example, human races that mixed with others during ancient times, leaving them with some legacy of their original powers. Perhaps a longer lived, handsome strain that shows unusual resiliance against poison or disease; they are particularly artistic in nature. Or an elven-like strain with a unique penchant for certain magical arts. A tall strain, descended from half-giants, that is well endowed with physical stamina and strength. Mayhap even a fork-tongued clan of itinerant peoples who can inflict a burning toxic bite and possess the ability to see warmth. How about a changeling race that dwell among the humans in disguise, but have a beast-like natural form? &c. &c.

     

    There can still be dwarves and elves, but they can be made reclusive and the subject of much distrust. Mediaeval humans are bigoted creatures who hold little trust for foreign humans; never mind other races entirely.

  9. ·

    Edited by rjshae

    Friendly fire should be on for the spells that are simple explosions like fireball, but I do think there should also be 'intelligent' area spells that don't hurt friendlies (just like there is in PnP d&d).

     

    Agreed. It should also be possible to write the targeting interface in such a manner that it informs you when friendly fire is a possibility. (Maybe by having the targeting area change color when an ally or neutral is in the area.) That situation may change during the delay needed to cast the spell, but at least you wouldn't have unknowingly targeted a non-foe.

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