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You need to add a way for people to gather to roleplay together in the world of Eora. With Obsidian creating a ruleset for tabletop roleplaying, you have one more entry into a saturated market of tabletop roleplaying games in countless different settings. What most of those lack, and what Obsidian can offer, is the official backing of a company that makes several types of products related to the setting. People will come to Obsidian for Deadfire, and find the tabletop roleplay rules along the way. If the two were unconnected, the tabletop would be far less likely to succeed as an inde
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Suikoden. Best Stronghold experience ever.
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Please no Real-time conversations. Ever.
Kennyrules replied to dal's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If it's based off IWD and BG, then I'm good. I enjoyed how those conversations worked. -
When I consider everything I'd love to have in a stronghold... I could make my own game. Seriously. A stronghold based game world, which while fun, isn't the point of P:E. So I'll narrow it down to things that are reasonable. The stronghold is supposed to be a side-item. A snack compared to the rest of the game. An upgraded player house, as indicated by the stretch goal descriptions. So I'll go on that assumption. 1. Unnecessary: The stronghold should not be required for the main storyline. It should be an optional side-quest. You can give me the stronghold for free, but don't fo
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Dear Epic Beard Guy: We all respect you greatly. Beards are a symbol of complete manliness. Only a real man can grow a beard. Boys can't, girls can't, women can't. But you? You have endured, grown your beard despite the initial itchy phase. You grew your beard, unafraid of the "awkward-length-beard" phase that everyone faces. You endured social distance for the sake of your beard. Most impressive of all, you escaped that snare of endless shaving. Real men across the world salute you, sir. Keep growing, and carry on.
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- project eternity
- update 27
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random encounters
Kennyrules replied to scipioafricanus's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I prefer the "tall grass" method. It worked for pokemon, it can work for P:E! [/sarcasm] Seriously, though. I enjoy a mix. There need to be some random encounters just to keep adventuring parties on their toes, but the encounters need to be logical. I don't want to be running into demons just outside of town just because I've gotten to such a high level that those are the only encounters that provide a "challenge". So yes, areas should have their own difficulty, and that difficulty should be static. Of course, crafted encounters are the ones that have the chance of becoming tr -
The very first Diablo was a 16 level dungeon. That WAS the game. Sixteen levels of dungeon crawling, and only that. Just saying, Obsidian could easily build an entire game around the dungeon and nothing else. But we have two extra big cities, a stronghold, and a main storyline, along with god knows how many minor sidequests on top of this massive 15-level dungeon. I'm so excited right now. Also, yay for fancy playing cards! Anyway, thanks for the quick update, Obsidian! Take your time, do it right, and keep us updated as you have time and/or notable things to mention. We love
- 214 replies
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- project eternity
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