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TheTeaMustFlow

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Everything posted by TheTeaMustFlow

  1. Something along the lines of D&D 3.5s Tome of Battle, please. Gimme that sweet weeaboo fightin' magic! Seriously, a warrior-mage character based around a supernatural martial art would be cool. No, I don't mean D&D monks, using bare fists and zen abilities, and I don't mean some sort of anime ninja-samurai whatever. A `Martial Art` or `School of Combat` isn't an idea that only ever occurred to people east of the Mediterranean. There are countless western martial arts to take inspiration from, and all you need to do is attach a bit of soulfire to the sword occasionally. In fact, I think this should be a possible monk build in PE, using the monk's wound and soul abilities to empower melee weapon attacks. The advantage here is your ability to cause massive damage and disruption to your enemies with these abilities. However, it's a risky strategy: using a weapon instead of bare hands means you're much worse at getting rid of wounds than a typical monk, so if things start going south, they go south a lot harder. So, arcane fencer as danger monk - thoughts?
  2. I wholeheartedly agree with this, but with one caveat. For absolutely main-plot critical quests (ie. `escort the chosen one who is our only hope against the evil vampire-demon armies of Generica to a safe-house`), we should be told if we fail, particularly if it isn't that obvious. There would be nothing more frustrating than playing most of the way through the game and then hearing: `oops! sorry, you should have picked up the Sacred Amulet of GooGooSheeShee in Doomedfirsttoownsville before it got destroyed. Yeah, now we're all doomed.` Let us take a leaf out of Morrowind's book, with the whole `With this character's death, the thread of prophecy has been severed. Load a save, or persist in the doomed world you have entered...`. Although, that is only assuming we have absolute do-or-die main quests in the first place...
  3. Vox Catulus Vox Dei (the voice of the Kitten is the voice of God)
  4. Did you have to call the Lich `Gravlax`, Prime Junta? Because now I want fish.
  5. I accidentally pressed a button labeled post, and now I feel a bit silly.
  6. Pacifist Runs are a nice idea/challenge (even though I find them to be ideological anathema), and it's nice to be able to do them when it doesn't negatively impact the story and such. But it doesn't look as if that'll be possible in PE, and I definitely don't think the devs should go out of their way to make it so. Alas. But luckily, making modules where pacifist runs are possible is what modders are for!
  7. Merlkir, it would appear your image, beautiful though it may be, is dead in the metaphorical water.
  8. I really couldn't narrow it down to 10, but I have two main criteria for a good game. Firstly, that the core gameplay is consistently enjoyable. For me, that chucks out quite a few of the old cRPGs (as I just didn't enjoy combat in, say, either NWN). Secondly, while I'm not so concerned with an innovative or original plot (though I like those, I consider them secondary), I hate games without a solid plot - as in, one that makes some degree of sense within the game and doesn't have any glaring plot holes (bad) Deus Ex Machina etc. when I notice a `fridge logic` problem in the time it takes me to make my obligatory English tea, I really lose interest. Which disqualifies Mass Effect for me, as well - the massive amount of inconsistencies and problems in the ending just takes the fun out of the whole series for me. I would actually maintain that Super Mario Bros has a better plot than ME as it remains consistent within it's own framework and doesn't lose what willing suspension of disbelief you have. So, if it turns out PE has boring combat or big fat plot holes, I will hunt down the dev team and chop them up for tiffin.
  9. for a minute I thought someone was considering taxation within PE. I... may have screamed a little. Taxation hits Libertarians like blessed crossbow bolts hit Rakshasa.
  10. Osvir: writing very interesting-looking ideas that are probably incredibly great but are too complicated for my puny brain to understand since 2012.
  11. I'm gonna agree that travels should have an effect on the characters relationships, but not always positive. Some characters might not want to travel with you, for whatever reason, but have to because of orders, or a sense of duty, or whatever, and always taking them along and throwing them at monsters might not make them like you more. Also, what if you're a total incompetent as a leader, and get them wounded, their best buddy killed, and muck up the objective so you don't even get paid? Still, I think most of what you're saying is a good idea, just not `travels should naturally improve relationships`. Sure, they say stuff about fire-forged friends and the like. But they also say familiarity breeds contempt.
  12. While I wouldn't emulate the TES system - it is, as mentioned, rather unbalanced - a spellmaking/enchantment system would be great, particularly if we get to use more... unconventional effects. I want to be able to dominate my enemies with the power of my Incendiary Teacup Storm spell. This. By Magran's holy left elbow, this. I might be being stupid here, but what do you actually mean by this?
  13. That certainly would be a nice feature to have, even though I'm afraid I don't recognise the first quote. Incidentally, that is possibly the single most worrying thread title I've ever seen.
  14. Having magical weapons enchanted such that only members of a certain race/culture/whatever could use it/the enchantment, like the good old dwarven thrower in D&D, would make sense. But there is no logical reason that nonmagical elven longswords should perform better when wielded by elves than when wielded by humans, as a quality of the weapon. On the other hand, characters having proficiency/bonuses with certain weapons based on background would be fine - if I used to be a Orlan soldier, having prior training in Orlan Battle Forks, or in game terms free proficiency/bonus with Orlan Battle Forks, would be perfectly reasonable, as long as that's a trait belonging to me not the weapon. I would also favour having material differences between different culture's weapons, just general ones. Like elven swords are more likely to crit, dwarven swords do more damage, and Orlan swords don't exist because they use Battle Forks instead.
  15. In keeping with the game's theme: `Eternity's End` Sometimes known as the `Soulkiller` this blade, though it appears to be a simple battle-scarred iron sabre, essentially does just that. The soul of any creature who dies in contact with this weapon is irrevocably destroyed, never to be reincarnated in the eternal cycle. Even those who survive a wound are often horribly scarred, physically, psychologically, and metaphysically. Some believe that this sword can kill even the gods themselves. Certainly, even the most depraved deities hate this weapon, and every time it has resurfaced through history, virtually every faith and nation on the same continent have united to kill whoever wields it. This is no easy task - apart from being seemingly invulnerable and preternaturally sharp, Eternity's End imparts great power upon it's wielder for every soul it ends, most notably superhuman faculties of persuasion and charisma. As with all things, however, such might comes at a very dear price: Once one picks up the Soulkiller, it is very hard to put that much power down again, and it destroys the soul of any who die in contact with it - no matter whether they touch the blade or the hilt. Every time Eternity's End has appeared, it has resulted in a terrible dark age of warfare and chaos. The persuasive ability of the artifacts wielder has always resulted in armies flocking to his or her banner, as the wielder invariably calls for bloody crusade or revolution. As said above, virtually all religions hate the Soulkiller - the ones which do not are a few of the more insane doomsday cults, who view the sword as the eventual herald of the end of days.
  16. While it's a broad range, I don't want my character to be forced to associate with characters who oppose everything s/he stands for. Like my Lawful Good-ish Paladin working with selfish criminals. One of the most ridiculous aspects of DAII was who a group comprised of people who should logically be trying to kill each other work together, and are virtually forced to: eg. if Anders (fanatical pro-mage) loses control and murders the girl in his Act 2 Quest, Fenris (fanatical anti-mage, on grounds of seeing mages as corrupt and uncontrollable), Aveline (Captain of the freaking Guard) just stand there, and maybe make a few snarky comments. If we're going to have companions with wildly verging loyalties and moralities (which I expect and hope we will), allow us to respond as our characters might logically respond.
  17. Mostly I'd like to keep tech comparatively low (ie. late-middle-ages/renaissance) but I wouldn't mind seeing some more advanced ones, particularly ideas that could be invented and used practically at a quite low `tech level` but just weren't thought of for a while. For example, semaphore (think the clacks in diskworld). Also I'd like to see more advanced firearms present in limited quantities: possibly as a plot point we could have a nation becoming nigh-on unstoppable because it's using bolt-action rifles and ironclads against muskets and galleons. Also, just because technology is low doesn't mean philosophy and culture is. I'd quite like to see civilizations with more modern attitudes vis a vis government and such. Again, Diskworld is probably a good inspiration here. Well, not so much the comedy and such, but you know.
  18. I suggest that all characters are limited to two feats, as normal - except of course, any quadrupeds, who of course get four feats. Further feats can only be got as a result of extreme magical mutation. Serious mode: If we have feats/perks/talents/wossnames, let's not call them feats, or I'll have to repeat the awful joke above. And that would be very, very bad.
  19. One of the funniest moments in KotOR 2 was going into the alien bar with an atmosphere hostile to humans. You were told that just wearing a gas mask wouldn't be enough - you'd actually have to get a space suit. Eventually, for reasons of plot, the PC has to run in there sans space suit and promptly collapses until your mentor teaches you a special jedi breathing power thing that if you kept using would prevent the atmosphere from being harmful. However, the way they represented the effect of the atmosphere in-game if you didn't use the technique was by constant poison damage. The gas mask item (which you would probably have at least one of because you needed it earlier) gave you immunity to poison damage. So the gas mask that wouldn't protect you protected you entirely. I seriously loved KotOR 2, but that was one of the most ridiculous things ever. On a more literal note, we need more weasels in gaming. Or perhaps ferrets. Just some kind of mustelidae, dammit!
  20. Personally, I'm fine with the game giving me unlimited normal arrows. Because firstly limited ammo leaves archery at a macro-scale disadvantage compared to other styles (because you have to spend time/money on restocking), and secondly because I find tracking arrows with little value boring. I'd just have the game presume that we resupplied off-screen and have `enough` arrows, just like most RPGs assume the party has enough food to be getting on with.
  21. The Chapeau of Magnetic Inversion. That item alone made Arcanum awesome. See also: elephant guns, enchanted monocles.
  22. Could we skip on the blizzard orc and have a nice steaming plate of fighting Uruk-Hai, with a good side order of Evil Virtues, sprinkled with Villainous Valour for taste. Hold the Always Chaotic Evil, but maybe we'll go for a little Always Lawful Evil for afters. Quoth Ugluk: `Meat's back on the menu, boys!`
  23. Giant insects. Not because I'm an arachnophobe (I am, mildly, but I find causing the incendiary destruction of the damn things to be mildly... therapeutic) but because they are a) boring - never seen much interesting done with big creepy crawlies, it's always poison, webs, and poisoned webs. Also, you never get any decent loot out of the buggers (if you'll excuse the pun). Also, b), they're anatomically impossible, on point of volume-mass ratios and such. A giant spider would be crushed under it's own exoskeleton - a comforting, if icky, thought. Also: Chosen ones, noble savages, Protocols of the Elders of Zion-esque evil merchants, Democracy is Bad aesops, and people who put down multiple things in `the one thing` topics.
  24. While I won't go into details because of the giant spoilers of doom, I definitely liked the antagonists from the Bioshock series, and for similar reasons the antagonist of Jade Empire. I think some philosophical bloke said something about the deadliest enemy being the one you can't see and don't understand.
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