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Greensleeve

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Everything posted by Greensleeve

  1. I must say that you are making an excellent job at making me want to play the damn game! I've been trying to keep myself sated with Icewind Dale & Icewind Dale II recently, but more than anything, I was reminded of why I didn't like Icewind Dale I (very few character advancement options other than a few for casters). Though IWD II I'm still having fun with. Anyway, it'll be very interesting once we start getting more information about the classes, races, etc, to see what would be interesting and fun characters to build and play.
  2. See, I don't think that would actually make the game into a better game as a whole. It would work great for games such as Legend of Grimrock or similar games where survival and dwindling resources are something central. In a game trying to bring back the Infinity Engine feel, you don't want that tedium. If you can hang a lantern on yourself, fine. But having to essentially gimp yourself in order to see is just not desirable, nor something that'll feel like an Infinity Engine game. Especially since light spells are low-level magic. No, darker night is one thing, and not something I'd have a problem with. But I think that the tedium of having to bother with torches is extremely out of place in the type of game Project Eternity should be.
  3. Well... I'm not sure what to say. It's amazing. I'm playing the first Icewind Dale right now, and I felt as though I truly was looking at a game made in the Infinity Engine 2.0. Also, Josh should've been more emphatic about the pressurise the room stuff. Would've saved me the need for a paint job. Finally, to all of those interested in other pre-rendered 2D backgrounds with 3D animations, look at Shadowrun Returns. It'll be out in just a few months too.
  4. Suppose there was a metric that kept track of lying and reputation as a liar. Also suppose you had a quest that was to retrieve an ancient artifact. Suppose you have multiple ways of retrieving this artifact and you do retrieve it. And suppose that during your course of finding the artifact you lie (via dialogue options; something you have done a lot in the past) to a very powerful person in order to get it, . Again, suppose you bring this artifact to the person who desires it. Now suppose they say "yeah, whatever, don't waste my time" because they are convinced that what you have brought them is counterfeit. In fact, because you are *such a dirty liar* they won't even consider having it appraised. You are forced to bring it to the black market where liars are run of the mill. There are nuances that would have to be worked out in this example, but I think it is pointed. Yeah, you want to look at what Alpha Protocol did. If you respond as a very aggressive agent, opponents will pick up on that. They might shoot a hostage instead of attempting to negotiate the release of the hostage, because they know you don't care. There is more or less a reputation mechanic in place that tells other people in the game who you are and how you act.
  5. Yeah, what's been said regarding the endgame is very important. Also, epilogues. They give you a great sense of the more long-reaching implications of your actions.
  6. That is one awesome hat. I'll be highly disappointed if I can't wear one myself. Y'hear? Other than that, lovely update, even though it mainly just promises things to come. It does look as though the game is getting a solid foundation, which I'm very happy to hear.
  7. Honestly, there are two reasons why I'd be against this. First, I simply don't trust inXile enough to blindly buy into what they're proposing with Torment. It is ambitious, and I hope it turns out well, but I'll wait until the game is already made before I decide on that. Secondly, P:E and the world they want to build is fundamentally incompatible with Numenera. Unless one wants to remove magic from P:E and make it science, which I feel would not only cheapen the setting, but destroy it, the two games and their settings cannot coexist. Thematic references are one thing, the same way there was a dude in power armor in Arcanum who was now refused entry to the magical city in the Vendigroth Wastes is an obvious reference to Fallout, but more than Easter eggs and in-jokes, and P:E is compromised.
  8. As long as we get to do without the Christmas tree effect, I'm happy.
  9. Very good to see. Pretty cool mechanic, and I like what the Defender modal ability seems to be doing. My crackdown type of fighter might actually be viable, which would make me happy. Get the enemy close, keep them close, then punish them massively for staying close.
  10. How many projects can a single man work before he gets burnt out? Doesn't the man already have Wasteland 2 and P:E on his plate? Sure, but on the other hand, Wasteland 2 is out this Fall, and PE is another year. Torment: Tides of Numenera won't be out until Holiday season 2014, at the very earliest, my bet would be on Spring 2015. So I don't think him burning out will be too much of an issue.
  11. I tend to be in a somewhat similar position to you. I want to play, but have to GM. I found a great way to get out of that, which is to simply change your perspective. Look at being a GM as being the guy who gets to play everyone else in the world, whereas the players are limited to only a single character. You won't get to go as in depth as you might as a player, but you'll have a greater range of characters to play, from stupid monsters, to super intelligent liches, to guard sergeants.
  12. Seconding the advice given above in this thread. I'm afraid I can't give much advice on modules, but I do know that my personal favourite when introducing people to 3.5 was the introductory Eberron module. I had a lot of fun with that. May I also point towards http://d20pfsrd.com/ as a brilliant resource.
  13. Thats a good choice. I tend to have some on stock in the cellar at home. The dragon on the bottle is the dragon of ghent. The city I live in (it's not brewed in ghent, but in a municipal of gent) Agreed, it is a good beer. I think I prefer the Dutch La Trappe however. Fantastic beer that.
  14. So happy to hear about both 1h and 2h spears. It's something sorely missing from many otherwise solid RPGs.
  15. No overpowered casters, as in the IE games. No active combat options for mundane/non-full casters. It would suck bad if PE had overpowered casters. It's a far too common thing to see.
  16. I don't feel as though I can really comment on the system very much as is, considering it's very early on and in a vacuum. We'll see out if plays out. However: Well, quite frankly, I'm not sure why everyone wants a game capturing the mechanics of the IE games. They weren't very good and it's not on that promise that I backed this game. The magic and IE-feel they want to bring back, as far as I'm concerned and what I'm hoping, is that of the characters, the setting, the plot, the monsters, and the writing. But what do I know, I might be in great minority here.
  17. Maybe I'm completely alone in this, but to me the Aumaua look like dolphin/shark people. I'd imagine that their skin has a blueish tint and that the stripes/patterns would be somewhat similar to what you'd find at large aquatic predators. Which is very much in-line with what I imagined they would be as soon as it was revealed that they lived on the coastal regions.
  18. One thing to say. Avellone as logger is awesome.
  19. You're not making any sense. If the opponent is wearing full plate, a longsword is going to do exactly d.ick against it. You can't slash, hack or stab through plate. So just like with a rapier, you'd have to get the guy on the ground and stick a dagger inbetween the armour. A longsword is a less specialized weapon, sure. That doesn't mean it requires less finesse. (whatever the bloomin' heck that is in your book) That means you don't have to concentrate on just stabbing the guy. But hey, all those guys who entered fencing schools and tried to learn the longsword were just wasting their time. It's enough to just hack at the enemy, you'll manage. Right. (also, a longsword really is a two handed one, so military rapiers certainly weren't longswords in any way) This argument has carried on for far too long as is, but, it is possible to penetrate full plate with a long sword, in fact swords in the late medieval period were crafted with just such a purpose in mind, they just , while versatile, weren't best suited for it. You'd be far better off with a war-hammer or military pick, not a dagger between the armor wherever you got that idea...Furthermore I already explained the term finesse, which you seem to have overlooked, so once again, using a rapier requires you to stab somebody in a specific vital area. Whereas a long sword relies largely on bloodletting, aided by the exertion of combat, regardless of your training if you are relatively strong and you beat somebody over the head with a long-sword they will likely die, if you attempt the same with a rapier...well good luck. Finally your wrong once again in stating that a long sword is a two handed weapon, I don't claim to be an expert, but the distinction has always been clear long-swords are one handed, bastard swords are hand and a half, and greatswords are two-handed. I think your misunderstanding my argument here, my claim was never that martial training in a weapon wouldn't improve your effectiveness with it, I don't think anyone was making that claim. All I was saying is that a long-sword requires less training to be effective and practically none to be lethal, a sword is a sword if you hit somebody with it, they will likely die, technique can help you to be sure, but its a much smaller factor than you are making it out to be. You are aware of that pretty much every single fact you mentioned in this post is incorrect, right? And that there have been sources throughout this entire thread showing you, providing you with information showing how you are wrong? For example, 'bastard sword' is a Victorian term disregarded by basically all credible historians of our time. Long-swords are two-handed swords that were often balanced well enough to be able to be used (clumsily) with one hand. One-handed swords are these days usually referred to as arming swords, but an English master from the 16th century, George Silver, called them short-swords. Edit: Yeah, for more detailed information, check out Merlkir's post above. Great post, linking to some great pages.
  20. This is actually a pretty good idea. The only immediate problem with it all is that all of this information needs to be easily and readily available to the gamer on the character sheet or equivalent. I suppose you could have something like "Median Range: XX-XX/X-X" or something, but it could get really quite cumbersome to keep track of. Very good idea though.
  21. Honestly, I don't think anyone here is saying or expecting this to be a hard-core, super realistic combat simulator. It's more likely they'd be backing CLANG or something, rather than this if they were. What we are trying to say is just that we'd rather see swords like these: https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQDt3DnmjsVzz1SJX145CEtNzF-IeFqsiMBvXNbmtv9JjHcrUd- rather than swords like these: https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRqQntqJm4m_CkG2aVPv4nPvW6j_Ns85Hjs8DFLUok9lumU-1MeAw. That's all,
  22. Yeah, you just did not read any of the thread at all, did you? Such as, oh I don't know, the post right above yours.
  23. Agreed, the swing speed of two-handed weapons in DA2 are too fast, if the video is true. On the other hand, I'm expecting weapons smaller than that. I really don't want massive weapons like DA had. There should be no real speed difference between a one-handed weapon and a two-handed weapon. Two-handed should maybe even be faster. I mean, look at this fight: Fight starts at 1:28:17. That's the speed of actual two-handed fighting. So I'm not very worried about weapons being too fast, they'll still probably be slower than reality anyway.
  24. I'd like to see decent variation between weapons, and a decent amount of them. Morrowind is a pretty good example of amount of different weapons available, but unfortunately, they didn't really play all that differently. Long Blade, Axe and Blunt sort of played in the same way, then Short Blade and Spears played in their own ways. That's ok, but not great. Bastion is a game where each weapon plays and feels significantly different from one another, but there is only one instance of each weapon type, there aren't multiple weapons within each weapon type. Something really quite important to me, however, is an ability to easily switch between weapons. I want to be able to walk around with a musket equipped, shoot once combat is entered, then easily switch to a melee weapon and join the fray.
  25. While I did vote for Armour as damage mitigation only, I could see a system where all armours have two stats, one 'DR' stat, which determines how much damage it blocks, and one 'AC' stat, which puts a limit on your agility, or whatever, with regards to being hit, sort of like Max DEX bonus. So unarmoured character would get his full agility bonus to 'AC', whereas someone in leather armour might have 4 DR and 8 AC, or whatever, whereas someone in a full plate would have 14 DR and only 1 AC. The numbers are merely examples, completely without weight. Such a system could work, quite well even, but I'm not sure whether it would be the right way to go.
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