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Osvir

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Posts posted by Osvir

  1. Getting on the same page:

    P:E Update #24

     

    This is what I like to call a "Shakespeare"-Quote. Everything/Every word is important. A documentary in the actor's studio with... Dustin Hoffman, he explains that his Director first gave him a manuscript that Hoffman studied, then auditioned, then the Director said "Great, now do it again and highlight these passages" (The Director underlined every other word). Hoffman did as his Director told him, which in turn he said "Great! Now do it again and highlight ALL of the passages" (The Director then underlined every word). And that is how important Shakespeare's every single word and work is when you act one of Shakespeare's pieces.

    Necromancy

    Despite the assumed natural cycle of things, there are individuals in the world of Project Eternity who either want to know more about that cycle or who choose to alter that cycle. Broadly speaking, "necromancy" refers to any attempt to do either, whether that involves speaking with the soul of a dead mortal, attempting to tap into the unconscious past lives of a living soul, or to bind soul energy or a complete soul inside of a dead body.

     

    These acts are viewed with differing levels of criticism depending on the culture. Many folk share the interest of necromancers and would like to understand more about the eternal cycle, but are also afraid of what they might learn. Some extremists are opposed to any and all necromancy, and tales say that a quiet and powerful cult that has worked for centuries to discredit, trap, and even murder necromancers for their efforts. To the people who oppose necromancy with such violent passion, mortal understanding should have limits, and they fear the consequences for the world should those limits be unraveled.

     

    Some links to other information/knowledge/insights/thoughts etc and definitely related:

    Alchemy (Wikipedia)

    Necromancy (Wikipedia)

    Shamanism (Wikipedia)

     

    There are also scattered threads on the board specifically about Necromancy. Definitely scientific. I view Wizardry as altering scientific fabrics and molecules/atoms and similar, which Necromancy falls into as well (and is a deeper, more philosophical study of the fabrics). Necromancy = A scientist going so far to alter the DNA of someone, or even cloning a Sheep. In some ways viewed as the "Dark Side" of Wizardry.

  2. Posting first, reading after [done], just wanted to put in this input.

     

    Pets and Familiars should be important. The Wolf I tame as a Ranger (if that is possible to do) should be a part of the "Mortality". There should be a limited amount to how many "Pets" I can have at a time (based on Class Level).

     

    A Wizard having a Familiar should also be important in this way in my opinion, though lesser Familiars (Some minor demonic entity or whatever) could possibly be summoned "abundantly" (they are infinite, if one dies you can summon another one)... but being able to summon a nasty Demon which you have learned its true name should be a part of the Mortality System (imo) or some Air Spirit akin to Appa or Momo. EDIT: Get your own Boo Foo'.

     

    Likewise, perhaps you could get tame an eagle as a Ranger (temporarily, if they exist in the area) that you can manage as its own unit exploring the area you are in *whistles* now with this feature... if implemented... postal service? (or am I taking it way too far?) :pTemporary Pets depending on area/spells

     

    Perhaps even being able to name your tamed Pets & Familiars yourself, so that they get some sort of personal value. This gives us, the players, the ability to have our "Dogmeat" in the party (I managed to keep Dogmeat alive all game <3 honestly though, lots of saving+reloading).

    • Like 1
  3. I do quite like the "turn undead" ability of D&D, its one of the few things that, for me, gives priests "badass moments" which pretty much every other class has to a much greater degree. That being said, I don't necessarily think it has to be undead to get the same effect, depending on the setting you could do something similar with celestial/infernal beings, constructs, incorporeal creatures, elementals or even just folks who are opposite to your deities ethos.

     

    That being said, undead remain the logical choice - particularly in a game about souls that one class would be able to repel soulless corpses.

     

    Well, are the corpses really soulless or are they souls bound or caged by a Necromancer inside the animated body? Shale was a great fun companion and had a very interesting quest tree :)

     

    What is the Necromancer? A philosopher of the Soul? Is it possible to use it differently? Some might use it for science, scrying, looking into another man's soul (Cipher) and another might use Necromancy to "cleanse" someone's Sins (Monk), perhaps Necromancy is even part of a Paladin's ability to give "Salvation" or "Redemption" by a powerful "Hammer of Resolution" to the face. Eh... am I going off topic? :p

     

    How micro-cosmic vs macro-cosmic is Necromancy, spiritually/physically/philosophically/scientifically?

  4. CLANG is awesome, but it is mostly action oriented per your reaction. When you swing your mouse diagonally the character swings their sword it diagonally. In P:E you won't have that control though (arm/leg movements), and animations will base more on your characters movement (Engine controlled), meaning that

     

    Also, what I really wanted to touch base with, with my idea in my previous post, is that it would be awesome to be able to model (for a mod tool or as a modder) to have an interface where more stuff can be added, where the modbase can polish models and combat animations. The more easily accessible and organized it is to work with the better it gets~ that's what I believe.

     

    I'd like my character to look like he is dodging (ducking from the sword, swinging above his head) all due to a dice roll. Mechanically, that would equal the same thing as taking damage (Stamina can serve as a resource for this?). We don't necessarily "see" this damage.

     

    Proposed idea/Visionary (I don't think this will happen but it would be badass):

    You face off with a Gibberling, it jumps up on your shield and your character shakes it off, tries to hit it and it rolls to the side only to counter attack, as it leaps at you again it falls onto your blade and dies. Pro: It is visual eye candy, its Con is that which is the "IE Games" pro.

     

    This would equal this:

    IE Games

    Chop-chop at each other. The Gibberling has its own attack animation, and your character has his own attack animation. Taking turns beating each other up (visually) but statistically and "Log"-wise (roleplayingly) is the above. The IE games allow for the Player to Narrate their own battles themselves, which is a great pro in itself. The only Con that I can think of is that it is not visual eye candy (like the "Proposed idea").

  5. If facing a Necromancer who can command the dead, there could be a struggle for power in some way. Maybe not "Take Command" of the enemy Undead (That'd be the Cipher's role and/or the Wizards role no?).

     

    A Priest (or Monk) could perhaps "Bless" the skeletons/the dead and give them "release" from their existence (e.g., killing them). Kind of how the curative spells in Final Fantasy games damage the Undead. Could this sort of "turning" make the Undead released give some sort of "benefit". Could one of the Souls you release from a significant Necromancers hold grant a Quest (Hidden Quest)?

  6. Sneak Attack seems to be more of a "Sneaky Attack" making the enemy go "You sneaky bastard!!"

     

    Whilst "Backstab" is more a form of "Assassination" ability. I'm hoping Sneak Attack is less <- that and more like that ^ in a way where the "Sneak Attack" could serve a function like "tripping a leg", put one leg forward and make the enemy fall to the ground. Maybe be able to knock the enemy back, throw sand in their faces etc. etc. a sort of "distraction" rather than a damage ability.

  7. I've been thinking about a sort of "Search" skill which is both a "Narrative" joy for players and developers but also some sort of mechanical "Hub" for other skills, making it cumulatively better. What can you fit into a "Scholar" reference in my opinion?

     

    * Lore/Codex

    * Cartography

    * Search

     

    Are there any more?

     

    Basically I am thinking about ways to make it even more fun to explore not just the outer workings of the game, but the inner as well. Perhaps "Scholar" could be a skill that upgrades per how much you explore? (In another thread I speak about another "Experience" table for Non-Combat Skills, but could there be one for a type of [scholar] Skill as well?).

     

    Lore

    Basically, I found that book now I've got +1 Lore/Codex and can learn more Lore from items that I have.

     

    Cartography

    Exploring the world itself makes the character better at seeing (FOV grows per exploring?) as well as natural phenomena, getting to and exploring the Wyvern Nest gives us insight in a cave further down the game that we are about to encounter Wyverns (closely related to "Search").

     

    Search

    Is defined by [Lore]+[Cartography] which determines "Search" level. Search is then in turn used to find Loot or exploring a dungeon level.

     

    Basically, what I wish to address with this topic is some sort of "Can a Skill have a simplistic function, at the same time as it has more than 1 function?", "Can you avoid complications for developer/player with a Multi-Purpose Skill?".

     

    Thoughts?

    • Like 1
  8. Great topic! Want to highlight this post (for future relevance), this topic seems to pop up every now and then again and finding the old topics gets rough (this is a "hub" post basically).

     

    Note/Hint: Drag mouse pointer over the text you wish to "inspect" to see it better (imo makes it easier to read the descriptions, otherwise you can just simply click the links and figure out yourself what the discussion is about).

     

    On night:

    • Darkness Falls POLL Darkness Falls, a discussion about "horror" in P:E. Which is closely related to the "Night" cycle (hence related to this thread). How does horror affect the setting? Is the slums not just worn down, but is it scary somehow aesthetically? Is there a lingering darkness that interrupts you, or is it situation-based for specific areas?
    • Fog of War POLL Discussion and poll about "Fog of War"
    • Torches! (linked to a cookie "Hub" post) With "Darkness" (Night) and "Fog of War" comes the question, is there any way to extend ones vision through the darkness? Some way to look further and beyond what is possible originally? Does it scale with level? Does it scale with a skill? [Vision] or simply a progressive mechanical statistic? Related to "Night".
    • Scout Modes Are there different ways to utilize a "Torch" mechanic? (Literally: How do we manage "Vision"?)Can the Ranger tame a wolf and use it to scout through the Night? Could I send forward a magical orb called "Wizard's Eye" that can scout an area ahead with little danger to the party (it could have a lesser "Field Of View" so enemies would see it before we see the enemy by using it). Related to "Night".
    • Make Day & Night matter! Day & Night is important, and falls into the category of "Passing of Time" (PoT) and obviously 24/7. PB (OP) talks about traveling taking time, areas outside of town, day length and seasons, and finally resting up to a specific time of day.
    • Day/Night Quests/Loot/Monsters being different depending on time of day (Which, in my opinion, would grant a mass amount of replayability).

     

    On time/Urgency:

    • [suggestion] Time OP wonders if there is a "Time Limit" button with an "On/Off" function similar to Fallout. Some couple of examples in the post.
    • Dynamic Weather & Seasons Does the weather change with the passing of time? Is the weather specific to a certain area and does it extend as far as into Seasons? Can we experience Winter on one gameplay and Summer on another? My own input: Could Seasons be random and non-important for story, meaning that I could start the game in the midst of Winter, or at the midst of Summer? (For replayability)
    • Long term resources Great well-thought out ideas.
    • Passage of Time Another topic on the passage of time, including several ideas such as "Inventory", "Traveling" and "Questing"
    • Powers & A Sense of Urgency On failing quests and having a sort of "time limit". Exploring a dungeon takes time, and adds believeability that you can't rest 5 days in a row during your stay in dungeon as that would effect how the dungeon reacts. If it is day outside, perhaps the most uppermost levels of the cave has light shimmering through the cracks of the earth. Monsters attacking more frequently and/or failing to save the damsel in distress (She gets taken to the next Castle... err Super Mario reference).
    • Thoughts on Urgency & Parallel Non-Linear Objectives Ideas, Thoughts, Discussion on Urgency and how Skyrim fell flat because not having it (OP's opinion).
    • Flow of Time On Day/Night & NPC schedules (Shops). "x months later" discussion. My own thought: Could I hire a craftsman to make me a Sword and it actually takes a week or two (in-game) for it to finish?
    • Time Importance of Time & IE "game time" reference.
    • Time & Weather POLL Some Time of Day (ToD), Passage of Time (PoT) and Lightning Bolts (LB's).
    • Time, Calendar, Season, Festival, Clock Title says it all. Some of my own input and thoughts, does P:E have winter? Or is it something entirely different and magical, not called "Winter" and "Snow" doesn't exist but instead some sort of magical "rain" that changes the environment somehow? Can the Seasons themselves be innovative by design?
    • Urgency: Please have it Chiming in with the OP, Quote: "I LOVE what I am seeing in the updates." followed by a quote from an Update (doesn't say which one though) *shakes fist* response to Update #3

    • Like 1
  9. I've been meaning to drop by here ever since backing the Kickstarter, so now's as good a time as any to start.

     

    I've not kept up with all the updates, but intend to now as I'm pretty excited by what this game offers. Because I've not read/watched everything, I'll refrain from any in-depth comments or queries, primarily as I may be covering ground previously trod. However, one thing did stand out for me:

     

    When you find gear, you have the option of placing it wherever you'd like as long as there's room for it. You can use it immediately, put it in your top of pack, or just chuck it in the stash. Once an object is in the stash, you can access it at camps, your home, and similar locations. We've created this division of inventory space to add strategy to your gear loadout decisions instead of having a weight limit, while also allowing flexibility for backup equipment. Most importantly, it doesn't prevent you from doing what adventurers love to do most: loot everything they find that isn't bolted down.

    Update from Josh Sawyer

     

     

    I really like division of storage you've presented. If I understand it correctly, characters will have a small amount of equipment readied (the stuff they are using), a slightly larger pool of trappings to hand (stuff they can quickly access if required -- perhaps hanging on belts, in handy pockets, and so on), and a greater well of gear stored away in their backpacks or similar (typically inaccessible stuff characters'll hopefully never need). That sounds, to my ears, a perfect split, for it not only sounds vaguely realistic, but also creates strategic choices concerning where you'll put your stuff, which presents a modicum of management (where do I put this stuff?), but not too much to interrupt gameplay (most of this stuff is useless, so I'll drop it into my stash -- job done -- except for this nifty Undead-Slaying Spatula, I may need it later, so I'll make space for it in my Top of Pack). I like that -- some inventory management, but not too much.

     

    Assuming I have the right idea, perhaps more characterful names for each of the three inventory divisions would be worth considering. As it stands, you have:

     

    Equipment

    Top of Pack

    The Stash

     

    Maybe something a little more 'in game' might be nicer. Something like:

     

    Equipped

    To Hand

    Packed

     

    A stash sounds like something that you would walk away from and return to if you needed it. That said, perhaps this is exactly what you intend, like you've dropped the gear in a magic bag or pocket realm, rather than in a physical backpack.

     

    Minor suggestions, yes, but it's the small things that help with immersion when you're playing an RPG.

     

    I'm looking at it like this:

     

    * Equipment

    * Backpack

    * Spiritual Stash Mule (clarification/explain: "Spiritual" like "Spiritual successor")

     

    Similarly, I would like a non-combat "Search" skill in a way like this:

    * Highlighting (TAB) and hovering your mouse over an object brings up a "scroll" (like in the IE games, a "title"). Munchkin (the board game) has this "feature" in spirit. When you clear out a room it gets "Looted" depending on a dice roll, and "How looted?" etc. etc. there are several variables and factors. I am recalling the Munckin stuff from memory.

     

    "Looted" means that the room is 1/2 empty (kind of) and looting the same room again yields a lesser reward (which can be a greater reward if Luck serves you). "Fully Looted" means and declares that the room is 100% looted and there's nothing more in there (there are some spells and items that can make the room "Un-Looted" though, not interesting for the idea I am advocating, simply just knowledge). With a "Search" skill doing all the "Checking" for you, so when you hover the mouse over a body of stash that you want to loot you get a message on a small scroll saying something about the loot so you can instantly (before even picking anything up) see if there is anything interesting to loot.

     

    Kind of an ability that bases itself in "Perception". You slay the enemy and you can see instantly (before looting) "Ah, that guy had a mystical sword". Could "Search" and "Lore" Skills be combined somehow? (Cartograph? Could give the character better vision and further FOV?) Depending on how great your "Search" is, you could even get a message saying something like "Nothing of interest here" even though there might be a badass epic weapon or equipment laying in the targeted treasure cache. This, I believe, would make looting considerably more important. More importantly, it makes "Search" important mechanically and for roleplaying.

     

    Instead of checking every single treasure chest, every body, every corner etc. etc. I could get instant feedback. I could actually have my party walking towards one direction whilst checking stuff with "TAB" and hovering the mouse over objects and see if there is anything remotely interesting to loot.

     

    Kingdoms of Amalur used something I am thinking of, but they took it to an extreme level (Where you will actually find more caches by dedicating points to "Find Treasure" which just made it clottered. You find 3 more stashes due to the skill, I am implying that you'd simply get 1 detailed short one-liner feedback message that gets better and better per level in "Search"). You won't find more hidden bodies, but you will simply get more feedback on what to pick up and what not to pick up.

     

    By investing in the skill you can get a "Check" telling you that "Nothing of interest here" depending on what items you have picked up thus far (that could be quite a workload though, is there a better way?). Meaning that even if your skill is 100% you could still get "Nothing of interest here" and you wouldn't even need to bother looting because you already have 99'999 torches in your Stash, picking up one more won't do you any more good than what you already can do, kind of.

     

    The idea I am advocating for is, at later levels you could just run through a dungeon with a high Skill check and hardly pick up anything. You'll pick up what you need and the Quality items. With a low Search skill you'd have to adhere to your inner OCD God regardless (picking up everything, checking everything yourself etc. etc.) or you'd be missing out on lots of items.

     

    Happy holidays :)

     

    P.S Bloopers? :p "Update 100 something"

     

    EDIT: Is it just me or does it feel like "Armor" is going to have "Health" somehow? (What with the Piercing & Co) if that's the case....

     

    Important for Mortality:

    Armor

    Health

     

    Important for Progression/Tactics:

    Stamina

     

    If a "Repair" skill is going to be present in P:E (or a "Maintenance" skill) I can totally see it. Although important for a casual player (could armor be invulnerable at a low difficulty?) mostly important for Hardcore.

  10. Maybe completing the goal without killing them is another method for soaking up the same amount of experience, but for another tree.

     

    So really I totally forgot to add that in on my first post, but these are the experience tables I'd like to see. Not just splitting experience by 2, but by 3.

     

    Character Level

    Combat Level

    Non-Combat Level

     

    The Character Level is static, whilst Combat Level~Non-Combat Level would be a choice, "How do you play?", "Which route do you go?" and both would have rewards along the way. Deus Ex: HR (which I haven't played far at all) had a great starting choice (not the time based one) when you get to choose what kinds of weapons you want for the first mission. Of course you can switch it around later but you get the choice "Do you want a more combat oriented approach or do you want a non-lethal approach?" and you'll get rewards for whichever you choose.

  11. Mog is an epic creature in the Final Fantasy games, don't know which game was the first the animal/creature made an appearance in but it is (or was) Squaresoft's mascot character.

     

    In Final Fantasy VI Mog appeared as a party member that you could recruit and do battle with, and he/she had a "Dance" ability making the background different depending on which "channeled" dance Mog used.

     

    Great great ideas Nonek! Perhaps be able to make an illusion that makes the enemy grow in size, mutating and finally exploding in confetti and balloons. After the explosion is gone the opponent (or target) lies flat on the ground~

     

    Is there ways to make ridiculous illusions? Namely "Wild" Illusions.

  12. In the end, I don't really 'need' enemies to be experience pinatas.

     

    But it is an experience. Not gaining experience for an experience, and not getting better per experience (and insight) seems odd but out of other parameters. I mean, I'm ambivalent and whatever Obsidian throws into the game gets into the game (and I'm 99% certain that I'll be satisfied), it's just adjustment and nervous curiosity to "something new" I guess.

     

    Like you say too, lots of questions and little answers. Patience I guess :)

    • Like 1
  13. As this is the "Role of the Rogue" thread, how will "Stealth" work? (in essence: Hide in Shadows)

     

    With a game with souls and I recall some discussion (and Obs statements) on "Hide in Shadows" would be some sort of "magical veil"... could the Rogue be able to draw on the soul of a shadow and be able to move from one shadow to another in darkness? (duration-based, so you have to move to the other shadow or else you're going to go "visible").

  14. Easy inspirational puzzle picture, and it is often used in games for some "deciphering" or to move blocks of stones into a certain pattern:

    pictur4.jpg

     

    Some tools I use to practice reaction (APM, Micro and precision) with puzzles and similar:

    Mission Red (Dispell Magical Trap? Kingdoms of Amalur had some weird thing that I never understood... clicking on "circles" to pop is much easier to grasp and understand the concept of)

    Brain Age Part 1 (Scroll down to see more parts and other puzzles)

    Brain Training (Loads of puzzles/reaction-games~ really good)

  15. Old Units (<- Inspirational link) or a custom made for P:E.

     

    Pounds, feet, thumbs, arm-lengths, palm-length etc. etc. old old units. However, I don't think this needs to be a part of the "distance" but more in the ways of things that "weigh". Lbs should work just fine, I don't think it needs to be explained beyond the fact that:Item weighs [X units] and you have # out of [X Units] in Capacity. As for immersion, definitely a custom homebrewed.

     

    A small detail, similar to how "Gold" could be different per faction (custom-made or "copper, bronze, silver, gold"?):

    How is schooling in P:E? Is it common, does everyone know how to read & write? (Probably not, what with the printing press = not existing) Academic Intelligence is not the same as Physical Intelligence or Social Intelligence, so it wouldn't mean that everyone is just "dumb" just because they aren't schooled properly.

     

    What do you call a Gram of Magic Essence? (behave.. :p)

  16. I think the gun-sword thing falls into this category (it's been posted in several other threads). Not really this picture but it was cool:

    gun_sword_by_pest3r.jpg

     

    Some sort of Emblem/Talisman (like in Kingdoms of Amalur) would be cool as well. Kind of sad that it was so weak. It's a "shield" thing:

    reckoning_DLC_packs_sorcery.png?cb=1333996311

    ------------------------------^-------------------------

     

    Another pic:

    377_large.jpg

     

    Kind of "Magical Weapons" thread, whilst the "Armor & Weapons Plea" thread could be seen as "Realistic Weapons" thread maybe?

    • Like 2
  17. @Sharp_one: Nu-hu!

    @Gfted1: Nu-hu!

     

    :huh: huh?

    :o *yawn*

    -_- ..zzzz

     

    I like Labadal's example too, I also get curious on what do you "spend" the experience on? Like... when you level up. There is still the issue of "sudden" improvement out of the blue (Do I suddenly become a Master Swordsman with no incentive/motive or reason to be one?). Do you get specific experience for the tasks that you do (Speech approach makes your character more Charming, whilst the Fighting approach makes you more Combat oriented).

     

     

    I doubt you'll only get experience once you turn in or complete an entire quest. My guess is that you'll get experience for clearing objectives for a quest. For minor quests, like kill a monster or something like that, exp will probably be awarded once the monster is killed. Some quests will most likely have many objectives, like they have had in other Obsidian games. Let's say you're supposed to reach a bandit camp that is located in a jungle that is hard to navigate. Let's say the onjectives looks like this:

     

    Quest name: Osvir the Passionately Mad.

     

    1. Find clues about Osvir the Mad's camp. You'll have to ask people around town about clues. You find someone, wich grants you some exp. The camp is in a jungle.

     

    2. Find someone who can lead you to the jungle. You ask around and find someone who is willing to help. This grants you some exp.

     

    3. Enter the jungle. You enter and gain experience.

     

    4. Betrayal in the jungle. Your guide was not a guide, he lead you into a trap. Fight for your lives or talk your way out of the situation. You gain exp.

     

    5. Survive the jungle and find the camp entrance. Regular encounters in the jungle give no exp. You finally find one of three entrances to the camp. You gain exp.

     

    6. Meet with Osvir the Mad. Talk, sneak or fight your way to Osvir. Gain exp.

     

    7. Kill Osvir or help him with his problems. Kill Osvir. Gain exp, but turn camp hostile or help Osvir, no exp yet.

     

    8. Help Osvir. Help him, gain info and exp.

     

    Quest complete. gain quest completion exp.

     

    For instance, I play 1-7, which gives me a certain specific reward and possibly a "boost" towards a more combat oriented character, whilst playing 1-6+8 (skipping 7) gives you a reward towards a more "charming" person. I could go into the example step-by-step and if there were "A's" and "B's" on each (e.g., 1a, 1b) the progression of your character could be more easily documented.

     

    If you took path 1A you can't take path 1B, and both have a different type of reward making your character stronger specifically as they go along towards that path~

     

    No?

    • Like 2
  18. Precisely Labadal.

     

    Really isn't much depth in this topic, mostly just aesthetics.

     

    I would like spells to visually do what they say they do, but the Fireball spell will be a Fireball spell. Often I feel the "illusion" or "distract" spells often falls short in what they do.

     

    I think that in BG/IE games, the effects of the "Horror" spell are what looks like bird stars or something floating around in yellow, blue and red(?) around the characters head. Not very intimidating nor representing the ability.

     

    Likewise, it could be simpler, instead of having to make an entire "illusion" spell perhaps some sort of ominous looking cloud that sparkles with lightning, engulfing the opponents head. A saving check would make the cloud disperse and dissolve, whilst a failed check could keep the cloud around.

     

    Would Blindness fall in the same category as "Illusion" spell? Is there going to be anything like "Blind Fighting" and could one of your party members actually benefit by having a "Blind" spell thrown at them by a party member or enemy?

     

    Will there be times where you get to decide whether you want a saving throw or not?

    • Like 1
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