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Posts posted by Osvir
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New Heomer and Defiance Bay are definitely port towns, as well. Brass Crown Tower could be an Outpost as well. Strategically speaking.
New Heomer covers the North Coast from enemies, Geiran's Grasp and the small island (the small island north of "Road's End" definitely being an Outpost for the Military).
Defiance Bay would be the Main Port town, where most refugees and Multi-Culture would take place.
The picture and the black rings just an indication to what kind of strategic positions these have for a Military Faction.
Could Big City number 2 be across the Ocean to the West?
EDIT: The Mountain to the East provides with much defense, and similarly there is only 1 Village/Town there (Named Stalwart something) meaning that that should be the easiest route in-and-out, from the East. Hard position to hit for an enemy coming from the East most definitely.
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1. I respectfully disagree, and actually do agree with :1) Off-combat, the Rogue is pretty good, if only for the wide variety of class skills. However, there are other skill beasts as well (Scout, Bard, Ranger, Factotum etc.) so removing Sneak Attack would leave little motivation to select a Rogue over the others.
If the Rogue had some Class specific abilities in town (Street Smart) that makes it easier to Gather Information, Find Quests, Get Gold and so on and so forth I would choose him over something else. Combat is not everything.
What is important is the Adventuring aspects. How does he benefit the group in the Adventure? Is he charming? Difficult to catch? Sneaky? Knows to use the alleys better than others? Can climb up the wall and sneak into a window, which your Fighter in Full Plate Armor wouldn't do as adeptly.
I recommend taking a thought or two at "Tasks", being able to send out Party Members in cities on Tasks. One such Task could be "Burglary" or "Business/Gather Information".
* Burglary would be sending out your Rogue to loot homes for Gold. Even loot Shops (if there were any in the AoE Ring). This way you could even hit 2 places in the town at once, your Rogue is off in to the Northwestern section, and you take care of the South Eastern section. A Cipher in your party could call back the Rogue instantly (but at a penalty to the loot he could've gotten). Your guy sent on Burglary could be caught and set into Jail, or talk himself out of it with some gold. He could get attacked by Thugs in an Alleyway and you have to come to his aid.
Mechanically: Press "M" -> Right-Click on Map -> Choose Tasks -> Choose Burglary -> Who will do it? -> Place AoE Ring -> Rogue Leaves Party for a duration of time
* Business/Gather Information Gather Information, you send off your Rogue and he is sent to Gather Gossip, Quests, Handle Business (grab the Gold that you earned). Being able to handle stuff that are mundane, making you not have to walk around the entire town just to find a Quest Giver or manage the business. In and Out type of thing. The Rogue wouldn't just give you the quest, but he would pin-point where the Quest giver is so you still have to talk to him.
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^Call me odd but I love that kind of stuff
perhaps you could "Check/Search/Identify" the scroll for "intent"/traps? Maybe the scroll wouldn't kill you but if you can't "disarm" the bad effects it'll go up in smoke (the scroll) and you won't learn the real spell that's hiding underneath the bad effects (Let's say it is a Fireball Scroll, if you forget to check for traps when you cast it it blows up in your face, but if you would "disarm" it first you could learn to cast the Fireball spell). We were talking about Grimoire's of enemies having "locks" (kind of) in another thread, that they have Defense-Mechanisms or that they are Tailored to the Wizard wielding them, like calculations/mathematics.
EDIT: In another thread we were discussing "Riddles" and clues that you type in yourself.
Not saying that every spell should be a riddle or a clue, but those few that are "locked", could you inspect the scroll itself and type in a word that unlocks it?
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^A sense of urgency right? (In a sense)
The Bandits in Baldur's Gate felt unnecessary (and we've been discussing them being too much) but I really think they were necessary for the plot in that sense of "periodically coming after you" (as you put it).
I like it, but is there any new way you can do it? How would the plot come after you in an interesting and captivating way, making you want to follow it. Like Josh said in the latest update "Why do I care?".
* Bandits are after me in every corner, and they are rather pesky and I would like them to stop doing it. Good reason to go after the Bandit Camp and make them stop.
* A God or a Minion appearing in periodic points of the Chapters/Story that is just annoying in an overwhelming way, in both personality and power. Perhaps even could appear if you deviate from the path for too long "Oh our little Hero has lost his way... want to try it again?" which leads to a fight you know you can't win unless you actually pursue the clues this God is throwing at you.
* Zombies/The Undead are slowly taking over the world, and you have no idea who is doing it, and it gets annoying when your Quest giver turned into a zombie and you won't get the reward. So you kind of need to figure it out.
* 2 Factions are at War, Big City 1 versus Big City 2, you keep on encountering battlefields where a battle is going on, you get thrown into the cross-fire too often and you think it's irritating, and start to dig into to "Why" there is a war.
* The Gods and the World are at War with each other, and it isn't safe to go anywhere unless you start to take matters into your own hand.
* The Gods are at War with each other and they are destroying stuff in the game that ruins my own progression. I just bought a business for X amount of money and I'm real glad about it, I return to Town and the Business is gone, obliterated, turned to dust. I'd be mighty pissed.
* I think actually having features that are annoying in the game might benefit the Story and our own engagement into the game. We need something from the World that does us wrong so that we can stomp our Boot into the face of the "Enemy". I should also be able to turn my cheek, spiritually and take the Karmatic outlook. I rebuild my Store and pay more X money into it, ignoring the Gods call for Conflict. When they destroy it a second time, though, then I might be a little more pushed over the edge to actually end one of the Conflicts.
* Should there be more than 1 Conflict? The Character has a Conflict, but what about the World, are there several larger, major Conflicts in the World that are arcs of quests themselves? Could I end the War between the Two Factions but my own Conflict is still unresolved? Could I end the Conflict between the Gods and rise up to Godhood but my own Conflict is still unresolved? Multiple-Endings? Ending the War = 1 Ending, Ending the Gods = 1 Ending, Pursuing Character Plot = 1 Ending.
I recall Planescape: Torment having a premature Ending where you become the Skeleton King or something. It is interesting, and in my opinion fun, it makes the World more alive if there isn't just "1" Ending.
Again like Josh said in the update "Why do I care?", there needs to be a research phase, where research the "Why? What? How?" in-game and then decide if I care or not. It needs to be enough research so that I as a Player can decide if I want to take an Evil approach or a Good approach.
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Bandits from another country without any cultural ties, Barbarians, Vikings or Pirates making landfall on your shores only to loot and plunder.
Wizards of a far far away Realm.
Demons from another Realm.
Vagabonds and Nomads traveling the land from another country.
Merchants with Exotic Equipment that you can only get from them.
Think outside the box. What exists to the East, beyond the border of the world map picture of P:E?
We could go on forever I am sure on what exists beyond the Right Edge of the picture, and this shouldn't be a big focus. Just like the title, a Minor thing that appears in the game from outside the screenshot.
Another way to solve the cultural bit is just having the [example] Elephant Man not being interested in talking about his Culture, maybe he has a hard past and you can't touch it and the only thing you can touch is his Equipment that he is selling, or the Quest that he provides to you. Who is to say that this guy couldn't be secretive and elusive? <- Bam, no need for a History Lesson of his Culture, instead the Player gets to think/speculate for him-/herself.
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Another question:
Spell descriptions? Should it be fleshed out from the start or more of an Old-School way where you have to figure out spells by Pen & Paper (you Flesh out the Spell).
You've got a Magic Missile in your inventory, but it doesn't say anything about it in the description. Using it on an enemy I see "Ah it's a Magic Missile" and when I hit the enemy with it the Spell gets "details" (automatically) on what kinds of Damage it does and what kinds of Stats it has. The description is still void, but now I know what it is and I can name the spell and flesh out the description myself.
^Could this be an Option in Hardcore mode or in Standard play? (Turn Descriptions Off)
I recently tried out the very first Might & Magic, and I had no idea what the spells was at all (doesn't come with a description) and this made the Spells much more important to me as a Player (the spells became personal) because I had to figure it out myself (Pen & Paper). Spells and scrolls bought at shops could come with a description, of course, but Spells and Scrolls found on the battlefield could be non-descriptive?
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I'm a fan of the Archetype system Pathfinder threw in, where you can adjust the default class template with a different flavored set of abilities. Here's the fighter ones for example. They also have one for Races and a pseudo-point buy of sorts for racial features, but I hear designing one from scratch is a little broken, although I don't know specifically why. It changes the Prestige Classes/Multi-class thought from a "must have" to a much more optional situation.
^This is kind of what I am going for in my wall of text (See signature).
Weapons = Alters Class.
A Fighter with a Bow would still be a Fighter, but gain Weapon Abilities from the Bow apart from the Fighter Class Abilities. A Ranger would still be a faster and more precise shot, whilst the Fighter would be a stronger shot, less accurate and slower. Mechanically you would have a Fighter/Ranger, but roleplayingly it would be a Fighter with a Bow. Same thing with a Fighter and a Grimoire, it'd be a Fighter, he'd just dabble in the Dark Arts (with limited/restricted Magic due to his Class).
A Chanter could pick up the Sword & Board, being able to fight close range and combine the Chanter's Class Abilities close range (Knockback Shockwave Sonic Scream a la Force Push to the Enemy Face? Yes.. yes.. *Mr. Burns*
)
A Fighter with an Instrument would allow him to do some Bardic Songs and/or use it in battle somehow. He'd be a bad singer, but perhaps that could be an Ability in itself? (False Song)
As P:E is said to be a world where Magic is common, how is it common? Would weapons/items themselves be tied to various Elements? What are the Elements in P:E?
Fire, Earth, Water, Wind, Metal?
A Lantern = Fire
A Metal Staff = Vibration, the Chanter can tune his voice and use the staff to send out shockwaves of vibration, use it as a tool for abilities?
A Staff in the Hands of a Monk/Melee = Asks of the lands (hit Earth, rock barrage towards the enemy, never striking directly at the enemy. A Fighter wouldn't be able to send waves of Earth at the enemy but perhaps strike the enemy directly with an Elemental Effect)
A Staff in the Hands of a Druid = Takes & Gives to the land.
A Staff in the Hands of a Wizard = Only Takes from the land, not giving anything back.
I have pretty much thought out Weapon = Element/Usage for all Classes and different ways to do it. Should I post it or just drop it?
A Weapon Based System allows for so much more "specializaton". Instead of just magically press a "Multi-Class" button in the UI and you are suddenly a Fighter/Thief. If the Sword & Board benefits the Fighter somehow, making a Rogue more "Fighter-ish" is an easy task. Likewise, if the Two-Handed is more tied to the Barbarian, making a Wizard a Wizard/Barbarian is instantly more easier and logical.
Having Weapon Abilities and Class Abilities differ, be their own "Trees" if you will. Weapons being a Style and not just a "High Damaging Weapon" a la "This Sword is way stronger than my Mace so I got to switch!". Have the Mace actually be beneficial so the question of "Should I switch to this Sword that is stronger but at the price of loosing some Mace abilities??".
This is a 6 man party game, so you'd be able to cover many weapon styles over your entire group, being able to make One Body in Combat.
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^The Elephant man is an example. Just wanted to clear that out. I could've made the post with just this:
Beastial, humanoid, insectoid whatevs, from another country far far away, and only a few of them in this nick of the woods. Merchants, travelers, immigrates and so on and so forth.But people seem to be picky and they read way too much into the picture than the actual wording. The Elephant Man could be a [insert creature] who is a descendant or an ancestor from the Aumaua, their appearance different (but similar) but sharing the same cultural belief's (with a slight twist coming from another region of the world).
Specifically looking for the "Merchant from an Exotic Country" (not necessarily Asian, but perhaps an African heritage, or Native American Heritage. Australian Heritage, Middle-Eastern etc. etc). A Blacksmith that appears randomly throughout the story Once or Twice (not magically appearing, but you'd find him in a city at one point, and the next point he's gone) and if you don't talk to him he will continue his nomadic journey and you'll miss him if you don't make use of him right away. Someone who is passing through the country from another country to another country.
Why? Because it makes the world feel bigger than it actually is.
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MELF'S Acid Arrow (Example)
Could there be special Wizards in the world that you have to talk to before being able to cast a certain Spell? Cool I found Melf's Acid Arrow but... I have NO idea how to use it at all so it just sits in my Grimoire. Whenever I try it just fizzles. I would have to find this Melf and he would teach me. Same thing for other spells and magic. Now, the Spells in P:E will hardly have the same the NAMES as the D&D equivalent (some might?).
That scroll you found randomly or by chance somewhere but can't use could hold the powers of the Ultimate Ultimate spell. There could be a clue on the scroll on "How to unlock potential" which leads to another Clue, leading to another Clue, finally finding the Wizard behind it all and you get to learn the super duper omega vega sega Spell that simply obliterates.
Perhaps you have to take the Scroll to the Spell Forge in New York (appearantly, that's a printing press btw). Only at the Spell Forge can the last piece of Magic be printed onto the Scroll in a way only the Spell Forge can.
Thoughts?
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The Event happened, you've finished the prologue, you're in an open world.
In Baldur's Gate you could go straight to Nashkel, or go to the Friendly Arms Inn (or explore the world as you saw fit). Nashkel and the Friendly Arms would still have been there for you.
What if you had a 3rd path you could've taken, which would be "Your" path (the Characters path, the story/main-story) and you can explore Nashkel, help out with the mines, if you wanted to. What if the entire story with Sarevok could've been a side-quest and you, the character, has a bigger purpose than that.
Back to the first sentence, how would you want to embrace the world? "Go to point A" or point "B"? Or would this mark the moment where you can go anywhere and integrate with the world? Could you battle the Factions, or join one of them as an infantry man?
Kingdom of Amalur felt to me as if it had something like this, but I got confused and lost in all the side-quests so I didn't even know what was the main story anymore.
What is important for the story to be consistent and not.. confusing? The same thing happened to me in Fallout: New Vegas and Fallout 3. Though in Fallout 3 (when I started to follow the main story) I enjoyed it much much more (never tried that for Fallout: New Vegas). Star Wars The Old Republic as well.
When does too many side-quests become too many side-quests? In SWTOR I found it was way too many important NPC's in one location, and finishing one quest for them gave you 3 more, that led to some other place that had 3 more NPC's with 3 more quests each.
The Lost Forest of the Side-Quest Tree is a difficult one, and one way to handle it (in my opinion) is to not have too many Quest givers send you off to another City where there is more NPC's waiting for you, but specifically sending you off to the Firewine Bridge, or one sends you off to Shandalar's Ice Island. Some might ask you to go to Beregost and clean out their spider infested home (which leads to more Quests in Beregost, though those quests in Beregost felt like West/North/East/South quests that you led you all directions and you could pick and choose which way you wanted to go, in a good way).
Baldur's Gate had a real nice pacing on quests, and I never felt that I was lost from the "cause", what I was doing in the world or what the purpose was. It was always clear to me that Nashkel was the way to go too (and that it would give me more resolution if I did so. The Black Knight was always the clear path and it was known from the very beginning).
Unlockable areas are important as well. I get to Chapter 2 and a new area is available (Not perhaps right off the bat on second one of Chapter 2 but one area that I couldn't access before I can now by talking to some weird NPC that has either spawned or didn't tell me before).
It is important that the Main Quest isn't sent in the Fog ("What is the purpose??") or into the Forest ("So many trees!!!") but most importantly that it never is Shadowed ("This Main Quest SUCKS! That Side-Quest before felt like the End Times of Chaos and I just owned the **** of that!!!"). There needs to be a clear threat to the Character/Player consistently throughout the game, mysterious to a start and confusing to a start (We are unraveling the plot as we go along after all, I did not realize Koveras was who he was until it was told to me and it gave me an "Oh **** I'm stupid" expression added with a touch of admiration and defeat towards the Developers/DM "Most intelligent ho ho most intelligent" *slow clapping*).
I want to believe that one guy is the enemy but really another one is, in Baldur's Gate it was pretty much a given right off the bat who I was facing. What if it had been revealed after I beat Sarevok that someone else was? Oh right, Irenicus. But those are 2 games (put together: 1 big game). I want to be fooled but I also want to see through it, could I ignore the dummy Sarevok and head for Irenicus instantly if I can unravel it on my own on a side-path? Perhaps one of the Companions in my party (depending on who I got) alerts me and tells me "We are being led the wrong way" or something, and I can ignore the Mid-Boss pretending to be Final Boss and head straight for the Purpose (by solving clues and taking a different approach/path) <- This could work well for a Non-Lethal approach, I don't want to fight too much and I want to be more stealthy/scholarly/intelligent.
EDIT: Maybe even taking the other path towards the Final Boss makes the Mid-Boss grow and he becomes a different type of threat (Saruman, Silmarion, which I haven't read but I have researched it slightly).
Thoughts?
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Depends on what you mean by "Should be level one when I first get them in my party".
Would they start with 0 XP or could I level them up to my own level as soon as I got control over them (thus getting almost complete control over their stats, etc.)?
They should be leveled up when I get them and when I get them in story. If I disregard getting Minsc and Dynaheir I could perhaps meet them, by chance (as they are following their own quest trees) in Baldur's Gate and employ them there. They should have different gear too, perhaps something you can't get unless you get them later in the game.They should be leveled up by themselves in my opinion (nothing I can do about). When I employ them later, in Baldur's Gate. Have skills/abilities in a Jack-of-All Trades kind of way for their Class/Personality (Minsc would be good with a bow, two-handed and dual-wielding equally, having perhaps 2 perks/levels on each and Dynaheir would be more focused into her school). Reasonable upgrades. A Price to Pay for not employing them right away (level customization).
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It takes work to develop a culture for each of these races. Do you just want to see a lot of weird-looking, westernized humanoids, or would you prefer fewer, distinctive, better developed racial cultures? Personally I'd prefer the latter.
Agreed. Unless.. nah. Agreed
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Beastial, humanoid, insectoid whatevs, from another country far far away, and only a few of them in this nick of the woods. Merchants, travelers, immigrates and so on and so forth.
Stretching it: Perhaps even a race from another nation flees from their country because of some catastrophic event (and it's headed your way) causing lots of immigration and degeneration.
Saw this picture and thought it could be cool, a wandering swordsman from an exotic country far far away, realms away even?:
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@aliminumtrioxide:
Makes me think about beastial races, like in Final Fantasy Tactics how you could have Monsters in your party setup (Or Disgaea) that couldn't change Class throughout the game. Limited variability and Builds on Race Specific abilities. Easier to create for a Developer... Druid pet? :D
An equivalent to Orcs then... what is it about the Orc that is special and important as a Culture?
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Could the mega-dungeon be a part of another side-quest dungeon, and unlocking the mega-dungeon is a big puzzle? You come across a giant door on Level 3 but you can't open it, and it gives us some clue that we can pursue. These 3 Levels would've been part of the Mega Dungeon itself as well, and returning after finding "Key" would "respawn" enemies or a new agenda (Dark Wizards who've been waiting for you in ambush? Or Humble they are coincidentally there studying exactly what you've solved and can resolve the situation in several ways. Bandit infested since your last visit?).
It kind of just renews the feeling of going 15 levels instead of "trecking" through 3 Levels just to start on the 4th Level.
Raged 3 Levels Down, Found Door, Left for Outworld, Solved Clue Like Boss in Outworld, Returns-Demons-oh noes (related to Dungeon), tackles my way down 3 Levels down, Opens Door like Boss. Starts Level 4 of 15.
If no enemies respawn it could get a bad effect and a bad taste like:
Raged 3 Levels Down, Found Door, Left for Outworld, Solved Clue Like Boss in Outworld, Returns-walks-3-empy-levels-down, Opens Door. Starts on Level 1 of 12.
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And just because we were talking about Avatar earlier:
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You misunderstand Mandragore, or I'm not explaining myself properly (probably the latter).
I am after the concept, that my Wizard doesn't just waver some of his fingers mystically and creepily whilst saying some words, but he actually moves his body, he moves his arms with force, pulling the energy from thin space and actually putting physical effort in the Element he is casting.
Perhaps a Wizard would need a Lantern to be able to cast Fire Magic? A Lantern and a Grimoire :D
EDIT: Not sold yet? (The Hermit)
"An old hermit walked around the village and the area day and night, and even in daylight still carried a lit lantern. One day the villagers had enough curiosity to ask him "Sir, why do you carry your lantern lit in daylight?" He said, "Because I'm searching for an honest man"
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I don't see where's the roleplaying in that... It would degrade the game to the level of annoying facebook games, this idea, in my opinion, would only work if the rouge would get a "crew" feat at some lvl after becoming a master thief or something similar, and by well earned respect he would command his little army of lowlifes from the shadows.
Your group is one unit, sending one Rogue out to do some gathering and be at risk for doing it where you have to come to aid in some way. Crap your Rogue got sent to jail when he was robbing a house, you'd have to get him out or leave him there to serve his time. How is that not roleplaying material?
Scenario, you get to town, send your Rogue out on Burglary. You can still pickpocket characters with your character and/or rob houses and get caught yourself while doing it. You could send out your Rogue to gather "gossip" and information. Instead of running around the entire map. Perhaps you could just press "M", Right-Click, Select Task, send Rogue to AoE. Done).
I can see where you are coming from with the Facebook aspect. I try to look at it like this, "Facebook, okay. Are there any general concepts underlying the whole media screaming?". You'd still be able to walk around, whilst your character is off on his skirmish. A Cipher could act as a communicator between the group, tell the Rogue to come back with what he got up til now but a penalty. Some obscure information and quests could even be integrated into this system, something you can't get in normal terms.
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Just give us enough paths so that it gets difficult to get on the same path. One way is to look at the Equipment, the World is as it is, but if the Class, Equipment you wear, is different. See my Wall of Text in my signature, I'd love to get feedback.
On your first playthrough you have a Fighter with a Sword and Shield, playing through the prologue area you have upgrade your equipment in a unique way, your armor has +1 to Thickness and you have 232/500 experience in Sword & Board (Level 1). To get to Level 3 you would need perhaps 1500 experience instead (500/1500) etc.etc. Experience given in the weapon is not determined by "Hit" like in Skyrim, but by taking down enemies (Just like Baldur's Gate, the experience is rewarded at the end of the battle, when you stand there, Survivor).
Character Experience: Quest-Based only. Out of Combat skills, and Character Level. Can cast 2 Magic Missiles at Level 3. It makes sense that Quests would apply to the Character and his growth as he explores the world of P:E. It doesn't make sense that it would apply to Combat as well.
- "It is only at the end of the Journey that you understand that it was a Journey"
On another playthrough as a Fighter you instead have Dual-Wielding, playing through the prologue area and your armor is different too and has a +1 Flexibility.
The loot existent in the cave starting area is the same on both playthroughs, but what you can do with it is what is important, how you interact with it in your way. If there is only 3 of the same Armor in the starting area, we can only do 1 things with it, give each the Armors 2 upgradeable slots (that can be upgraded in 2 different ways) and you can suddenly do several different things with all three of them (IF resource based).
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Summary of aluminumtrioxide:
Unraveling disrupting an enemy Wizard while he is in the process of casting. Could you blow a spell up in his face? Sounds like Cipher ability
awesome nonetheless. Can't cast spells in this mode.
1. Dissolving you dissolve spells cast in a vicinity of your Wizard? (Not all Spells on screen I hope) this could leave your Wizard in a tricky position and (he'd have to be close to the party members and in a center vulnerable position). Or is it only spells cast on the Wizard? (Catching Magic Missiles and negating them basically). Would dissolve all spells but would come at the cost of your own Wizard's spell resources.
2. Devour follow up to Dissolving, being able to transform the negative spell energy into positive spell energy (metaphor), dependent on level of spell. Other penalties would follow as well. Can't cast spells while in "Dissolve/Devour Mode".
Block Shielding Style, having to manage shield/barrier tactically and thus can't cast spells.
EDIT:
Q: Would, in Dissolving spells, the Spells dissolve when they reach the area of dissolvement or right away in the casters hands?
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I like it.
Could a Druid cast a water prison spell that the Wizard can freeze to ice?
A Rock Fist encased in a Fireball? A Hurricane (Druid) Lightning (Wizard)?
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They should be leveled up when I get them and when I get them in story. If I disregard getting Minsc and Dynaheir I could perhaps meet them, by chance (as they are following their own quest trees) in Baldur's Gate and employ them there. They should have different gear too, perhaps something you can't get unless you get them later in the game. Some companions could even die and be forever lost because you never employed them, some Companions might become super-villains that you have to fight (their story took them down a dark path since you last met them or something). Forton becoming a bum and a beggar on the street if you don't employ him maybe.
I'm unsure about companions just hanging out somewhere (I skip getting Minsc and Dynaheir, play til the final Chapter and then get them leveled up, that would feel immersion breaking and kind of cheap).
EDIT:
Leveled up at certain points in the game.
Getting them Early-Game = Maybe they are level 3 and I'm level 2-4.
Mid-Game = They are 6, I'm 5-7.
Late-Game = They are 8-10, I'm 7-11.
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"And that was the First Day of what would be known to be called 'the Event'"
As I asked Sacred, what about the other classes?
Keeping it simple, I think that's the best way too, simplified motions but have different motions for different Classes. I like all those suggestions/ideas Sacred
Minor Races
in Pillars of Eternity: General Discussion (NO SPOILERS)
Posted · Edited by Osvir
^This is what I'm talking about about reading posts. See my other, other, post about it.
EDIT: Resolved on the next page. misunderstanding.