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Greensleeve

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Everything posted by Greensleeve

  1. You are describing now a different part of the combat - but even there you agree, that your monk gets his powers from discipline in whatever form, not from being hit. So I suspect a system where the character had to rest/meditate and train his body would reflect even him better than a rage counter, that unleashes wrath when full. Well, I really don't think it's like rage, nor do I get a rage feeling from it. To me, it feels more like someone who receives a blow, then re-directs and re-channels that pain (or chi, or whatever) as a focus for his soul. So it goes something like this: 1) Receives pain. 2) Pain is turned into focus for soul. 3) Soul powers awesome stuff. Feels quite disciplined to me, not rage-like and unbridled like a berserker.
  2. Considering that the Monk will have passive abilities that are either always on (I presume) or on as long as the Monk as a Wound, I'd say that it'd be viable and actually doable to do a heavy armour Monk. Though I'd guess that a light armour Monk might be a better compromise. The rest really requires a dev to answer.
  3. Wuxia isn't 'classical' fantasy. It's still fantasy though. From the information you provide me, I take master Raseed over that Diablo 3 abomination in terms of character archetype You should read the book. It is very good. Starts out with one expecting a swashbuckler-y adventure in Arabian nights, end up getting mystery horror in Arabian Nights, with cool action. Raseed himself is 17, a Dervish in training and capable of superhuman feats of strength, agility and endurance, all through discipline and servitude to God. He serves God and Justice with true devotion and is a total bad ass. He's also a perfect deconstruction of the disciplined warrior archetype and the Lawful Stupid archetype. Well worth it.
  4. Most of those are not classic fantasy setting (unless we count those manga that are derived from cRPG) with dwarves, elves or even medieval European settings. Agreed. The archetype of a monk is extremely difficult to find in fantasy fiction, classical settings or not. I'd say that Throne of the Crescent Moon has one, in Raseed, though he wields a sword. That isn't 'classical' fantasy though, at all. Refreshing, however.
  5. Look at Japanese fiction. Manga in particular. There are plenty there. But then again, manga tends not to be the primary source of inspiration for archetypes in cRPGs.
  6. Might be true that monks aren't very good material for medieval RPGs, but this isn't really a medieval RPG. Nor were the IE games. They took place in a world with high Middle Ages levels of technology, but other than that... They weren't really medieval RPGs. These are fantasy RPGs. If developers just make them into "psudo-medieval Europe, with magic", then yes, you're right. But if developers do that, they're seriously missing out on what the genre can do. So I think that monks don't fit into the setting is a very, very weak objection.
  7. So you wouldn't mind a "mage" class that can't cast spells or anything, wears plate only and uses a two-handed sword exclusively? That's okay. I will say:"Why the **** do you call this class 'mage'?" I think we're both coming from a D&D perspective here, so I'll stick to that. Answer: typically I don't. I have played, and have had players, play a class called "Barbarian" that is actually just a 3.5 Wizard with some heavy re-fluffing. I don't feel as though classes is something that exists in the world, merely names for a collection of mechanics. Call that name whatever you want. I do, however, see why classes exist and why people like them. I understand that class names have certain things associated with them. A mage is someone who uses magic. A warrior is someone who fights in armour and weapons. I don't, however, agree with that the core of a monk is someone who dodges attacks. To me, the core of a monk is someone with great discipline who uses his/her body to accomplish superhuman feats. If you've read Saladin Ahmed's Throne of the Crescent Moon (if not, strongly recommend that you do) then Raseed is a great monk in my mind.
  8. @Sawyer: Fantastic background for the monks. Really, really looking forward to seeing more lore about this world and it's classes, races, etc. Seems as though you guys are doing an absolutely stunning job. I'm getting really pumped at seeing how the soul mechanic and souls in general really permeate everything. Really like that.
  9. All classes should be equally viable. All builds should not. As for OP... I disagree on including class abilities tailored towards specialised concepts, such as monks in armour. I do, however, agree on ensuring it's viable and allow for a few choices that would help such builds out. Feats and similar are perfect for such things, in my mind.
  10. Good to see clarifications. Honestly though, I felt most of this was more or less evident in the update. Sounds like a really cool class though. I'm starting to feel a lot safer in that balance and power for classes will be maintained.
  11. Honestly, I don't really have a particular core conception of any class. To me they don't exist outside of the mechanics. This is different in PE, and I'm very happy to see them do something different with each class other than what's expected. Really happy about that, actually. As for what that description brings to mind, I'd go more for a number of Shounen action heroes, Luffy from One Piece in particular. They always take one hell of a beating before unleashing their most powerful attack to finish of the bad guy. Sounds very much like this type of Monk to me.
  12. Doesn't that depend entirely on the rest of the classes combined with the power of the monsters?
  13. I'm in. Who do we beat up first? Allow these poor, downtrodden fighter brothers to direct you to the appropriate target for your auto-attacking wrath: http://www.youtube.com/watch?v=gZEdDMQZaCU So you're saying we should beat up the jocks? Yeah, I'm up for that.
  14. That's why I mentioned the Civpedia. IT really is THE example to go by... fully indexed & searchable, set up just like a wiki so if a term appears in an article that has its own page, it's a link. Didn't ToEE have something similar? I didn't manage to play that game for very long due to the ages it took to pick up small quests in Hommlet and actually get started with the game (not to mention the pretty awful balance design in those early stages), but I seem to remember there being something like that in it.
  15. I think that other than the IE games (voted IWD), the game with an atmosphere that's most like what I'd like to see is Storm of Zehir, actually. That feel of exploration and discovery. That feel of a strange new land. That's what I want to feel in PE.
  16. Fantastic update! Love the monk mechanics. Feels like a very nice, unique way to show that even classes like the monk are supernatural. A nice way to use their soul. Very impressed I must say. As for worries regarding micromanaging: if we have a decent script/tactics system, similar to Dragon Age: Origins, we can just give the monk a script saying "when Wounds reaches X, and HP/stamina > Y, use ability Z." etc. It'll allow for automatic usage of abilities and Wounds without requiring us to pause and micro all the damn time. A script system like that would actually be pretty fantastic. As for cultures, they're fantastic. Love the South American style clothes for the Ixamitl and the Greek inspired khitons for the Aedyr. Very much looking forward to seeing some other races cultures and their looks. Keep up the good work!
  17. Well, Dragon Age: Origins had something similar in the Codex, as did Mass Effect. I do, however, absolutely agree. FF XII's bestiary was fantastic and I felt it had so much to the game. Finding all that lore was great. So I agree, in-game lore databases are great. I suppose, however, that the campaign almanac is supposed to more or less serve the same purpose. So the question become: should we include all that information from the campaign almanac in the game as well, thus rendering that reward sort of... Use-impaired? Or is it worthwhile anyway? Personally, I say include it all. The almanac itself will probably feature artwork and such that makes it unique. More lore is never a bad thing.
  18. The stuff about magic you wrote is one of my largest fears with this game. I absolutely abhor having casters being the most powerful characters in the game. Why on earth should a wizard be more powerful than a fighter in PE? They both derive their power from the exact same thing. I'm in. Who do we beat up first?
  19. Yeah, as I said previously. Helm is not interested in having a discussion about, so let's not try to engage in one. Edit: Yeah... I just can't bring myself to actually give up on my belief in his ability to be reasonable. I'm an optimist. Oh, I'm sure he can be reasonable. I just don't think he wants to be.
  20. Well, not really that surprising, is it? It's all about physics and biomechanics. A cleaver-like blade like that is very effective at what it does, it's not surprising that similar designs popped up in different locations in the world.
  21. I agree that at the end of the day that's whats important but for me, how I get from A to Z (and how painful it is) is a big influence to my enjoyment. I fully expect a great story, engaging NPC's and beautiful graphics, but since Im going to be pummeled into submission by the bread and butter mechanics I have a strong suspicion that my enjoyment wont be everything it could have been. I hope Im wrong. Honestly, I don't really feel it's possible to make a decent judgement on how the mechanics of the game will actually turn out yet. We have some idea of a few things, but I don't feel that we've enough information to call how the game itself is actually going to play. Saying that you won't enjoy at this stage feels more like "determined not to like it no matter what" rather than "somewhat cautious regarding the path currently taken."
  22. I'd suggest not to respond to the, quite frankly, rather insular and close-minded views of Helm. He is clearly not interested in engaging in a open, proper discussion on the topic, nor is he interested in actually meeting our points. All he is interested in is bashing Josh for not liking BGII, and us for saying that Josh is justified in his criticism, ignoring all of our other rather well formulated points. If Helm wants to complain because he's not getting an exact replica of BGII, let him. The rest of us seem to have somewhat more nuanced and mature expectations on the project than "Give me BGII, noaw!"
  23. Seems weird to me that Josh Sawyer might dislike (or hate) Baldur's Gate 2 but like (or love) Baldur's Gate 1. But that is just me, BG2 is just defintely the better game in my opinion. It does kind of worry me though, seeing that Josh Sawyer is the lead designer. But we have the other producers too I guess... I just hope that Josh doesn't give them the smackdown because he is the lead designer and dislikes BG2. Will you please stop bitching about it? Josh is a very competent designer, he's shown that since IWD2, which was his first published product. The way you're talking makes it seem as though it's impossible to make a spiritual sequel to the Infinity Engine (which is what PE is), without making it, effectively, BG2. BG2 is my favourite game of all time. Hands down, more or less. But I see where Josh is coming from with his criticism. If you don't, maybe you should try to critically replay the game, really try to think on why this and this was done, etc. Try to distance yourself from the nostalgia. There are flaws in the game. They just weighed heavier for Josh. Lastly, if you didn't have confidence in the team involved in making the game when you first backed PE, why did you back it in the first place? Not liking one of five IE games isn't that big of a deal.
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