Everything posted by PK htiw klaw eriF
- Russia tread
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Power of classes (Realism vs. Filling unlimited power)
Didn't catch the "almost" did you? Except those stats have never been part of HP. They have always dealt with either reducing the damage taken or avoiding hits. HP has represented how much damage you can take before dying or being knocked unconscious in pretty much every system it has been implemented in. When it increases, it shows that the character can take more damage without being killed or knocked out. It is logical. Not REALISTIC, but arguing for realism in a game like PE is like arguing for a butcher shop to be vegan friendly. Sorry for using the "different" correctly. I lack the desire to see a almost static HP and Stat system implemented in PE. I don't typically spend my time trying to imagine how something I don't even want in the first place could work. I don't see you trying to imagine how the opposite of what you proposed could be fun, but I'm not going to criticize your lack of imagination. Because that is a little dickish. There haven't been any. Every game that has made me feel the PC has become more powerful have always had some numerical data to show me that the PC had indeed become more powerful. D&D level 12 actually. Look up some of the spells available to casters and the abilities classes get in 3.5E(What PE will be closest too) at level 12 and then come back and talk about power scale.
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Balancing Stealth vs Combat II
PK htiw klaw eriF replied to IndiraLightfoot's topic in Pillars of Eternity: Stories (Spoiler Warning!)*looks at OP* *reads pages 2 and 3* Looks like the negativity cesspool is back... Obviously my suggestion on having Challenge-based XP was ditched so people could resume the bitching. Challenge-based XP is better than Objective or Kill-based XP because it accomplishes the goals of both. It allows the player to complete quests utilizing methods other than combat.(Best of Objective) It gives the player a XP reward for dealing with difficult random encounters.(Best of Kill) The player isn't punished for not fighting(Negative of Kill) The player isn't forced to do quests for XP(Negative of Objective)
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North Korea
I think Best Korea is too busy starving to launch an invasion.
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Power of classes (Realism vs. Filling unlimited power)
What you are proposing is completely changing how HP is calculated and grows and focusing more on feats and skills than "stat inflation". By your reasoning EVERY game that has HP isn't that different from the average IE game. You aren't changing one variable, you are changing the equation for HP and removing common HP growth. X=Level, Y=Class HD, Z=CON, B=Constant base(feats, random bonus to HP) IE system: HP= X(Y+Z)+B Your proposal: HP=B(Z) or HP=B+Z Your system is almost completely static, while IE is level determinate. That is a big difference. Strawman. I have not ever claimed that several enjoyable games with deeply flawed mechanics are a "Holy Grail of perfection". I have pointed out that you claiming your proposals are "not that much different from what was in the average IE game" is false. 1.I pointed out that it was not similar to the IE games, I objected to it for other reasons. 2.I'm telling you that your statement that the mechanics you proposed were no that much different from the IE games is false. 3.I did not object because "it wasn't in a IE game". I pointed out that it was dissimilar to what was in the IE games, contrary to your claims. I objected because the proposed mechanics would not work in the PE setting. You're right, I don't have any "immagination". I do however have quite a bit of IMAGINATION, and imagining a static HP system in a high power game(like PE) is not pretty. You would either make low-level combat incredibly tedious, make high-level combat incredibly unbalanced, or rely on "Resist X damage" talents or equipment. BTW, if you call someone totally incompetent, it usually helps to spell "totally" correctly. 1.Stat Increase=Stat Inflation. "Inflation" literally means "increasing". 2.Special Abilities, Weapon Proficiencies, and new ways to utilize non-combat skills. 1.You keep saying it would work without showing us a game(with powerful magic) where it did work. 2.When did I say I wanted "tha na perfect IE copy"? 3.No, I said that in the PE setting where supernatural abilities/magic are extremely common means high power scales. Not that "Every high fantasy setting means high power scales". 4.In what game? Did that game have magic equivalent to 6-th level D&D spells? In that game did virtually every character possess soul powers?
- Russia tread
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Dialog system
As long as the dialogue system lets me have full control over what the PC will say, I'm fine. I prefer a full text system though.
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Power of classes (Realism vs. Filling unlimited power)
Apparently reading comprehension is lost on you. Well they did not propose something that almost the opposite of what was in the average IE game and then claim it "wasn't much different" than what was in the average IE game. They were quite upfront when they proposed something different and made no such claim, but you did. Point me to one IE game where HP is not tied to level or class. Show me one that does not have a focus on "stat inflation". You can't, because all of them had HP tied to level and class and all of them focused on "stat inflation". Your proposal is not similar to what was done in IE games. Strawman. I simply pointed out that what you proposed was not in ANY IE game. I have never objected to a mechanic because it was not exactly the same as in the IE games. Do everyone a favor and actually try reading before you start building strawmen. As for the mechanics you proposed, they would not work in a high fantasy setting where magic/supernatural abilities are very commonplace. Like the PE setting for instance. Static HP would not work out side of an extremely low power level game with no/extremely limited magic/supernatural abilities. In PE, you would end up with characters that either die too quickly and easily at high level, or extremely tedious low level combat that consists of hitting each other with swords for half an hour till someone drops dead. Focusing on skills and feats with no "stat inflation" would not work outside a low power game(which PE will NOT be) it does not allow for characters to get harder to hit or resist magic better(increasing attack and saving throw ARE "stat inflation"). The mechanics you want would fit in a low power game, but PE is not that game, and will not be that game. If you want a game like that may I suggest Age of Decadence? Perhaps you would like to kickstart your own game in a low power setting?
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Skyrim Mods
Is there a mod that fixes the terrible combat system?
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Balancing Stealth vs Combat II
PK htiw klaw eriF replied to IndiraLightfoot's topic in Pillars of Eternity: Stories (Spoiler Warning!)Like I said in the previous thread, I think XP should be challenge based. You randomly encounter a group of bandits, you can pacify them in any number of ways, you get the same amount of XP. Also XP awarded for clearing dungeons. That way we don't end up with a ME2 like "quest only" system or punish people who like to wander around a bit first rather than do a mad dash to complete quests. On an unrelated note, I would like a few areas that have no quests tied to them that the player can explore. Dude where have you been? That game is probably one of the best FE released so far. Just look out for Chapter 5, that one can be a bit tough.
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Power of classes (Realism vs. Filling unlimited power)
I don't know. Maybe you should pay a bit more attention to what you post. You did say what you proposed wasn't "that much different from your average IE game", then listed two things that were completely different than what was in the average IE game. Strawman and fake outrage? You must be a conservative or libertarian.
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Design a monster.
PK htiw klaw eriF replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Here is my idea. A skinless humanoid creature that kills people and wears their skin in order to impersonate them. It has a photographic memory and is incredibly good at impersonation, allowing it effectively pass as a person that it has killed. It is not supernaturally adept physically, but does have advanced mental abilities. It would be likely to be adept at magic or have Cipher like skills. It would be included in a quest where the party has to find out who in a tavern/town is the creature it attempts to kill them in their sleep. If the party discovers the creatures identity, it offers them something if they spare it. If the party does not discover its identity, it attempts to kill them in their sleep. If the party accuses the wrong person, the creature does not attack them, but will kill one person in the area every 7-30 days.
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Balancing Stealth vs Combat
Well isn't this thread a lovely cesspool of negativity? Anyway, I want challenge based XP. Group of bandits are encountered, you get XP for pacifying them, with a myriad of possible options to do so available. That way the player still gets a XP reward for completing difficult random encounters not tied to an established objective, but won't be at a disadvantage if they don't always choose combat to deal with them. Sound fair enough?
- The End of America (and Western World)
- Russia tread
- Russia tread
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Gay Marriage to be legalized in the UK
****ing logic, how does that work? Well.... 1. LGBT gets equal rights 2. ????????? 3. Destruction of Religious Liberty, Order, and America
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Gun Control in the US
Lookout, Obama's gunna take ur guns and make ya gay marry an illegal immigrant in a muslim ceremony.
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Power of classes (Realism vs. Filling unlimited power)
No. A wall can't use a PC. You have a problem with me assuming the power level of a dragon by referring to the common usage of dragons in fantasy? Fine. Except you did the same thing..... You don't know if a fictional creature in this setting is mortal, yet here you are making your argument using an assumption, just like I did. Again, you can go making justifications on how a normal group of people can accomplish amazing things forever, but it doesn't ****ing matter because PE will not be populated by "normal" people. It will be populated by people who can use magic, call upon the power of their souls to perform superhuman feats, and by non-humans who have special abilities. If you want a hyper-realism game, go play Age of Decadence or something, because PE will not be for you. And just because I couldn't resist... In EVERY IE game HP was tied to level and class in addition to CON In EVERY IE game there was a focus on stat inflation(attack, AC, HP, etc) What you are proposing is different than what has been in ANY IE game
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Power of classes (Realism vs. Filling unlimited power)
Yes. Just because a weapon can break through a well crafted suit of armor doesn't mean it will harm a Large magical flying lizard who can incinerate creatures by breathing, has great magical power, is highly intelligent and physically powerful. Of course you could pull justifications on how a normal person could defeat a dragon out your ass until PE is released, but that doesn't change the fact that the PE setting is not realistic. Unless being able to tap into the power of your soul to break the laws of physics is realistic.
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Power of classes (Realism vs. Filling unlimited power)
A normal person could not kill a dragon, unless the dragon was a komodo dragon. For one, they DON'T EXIST, and even if they did their physiology make them virtually invincible to medieval weaponry, even if they are struck in the eyes. To get back on topic: I want a power level/progression to have characters be superhuman(closer to Spider-Man than Superman though), but what is more important to me is that it is explained. I want there to be some in-game, lore supported reason why a fighter is able to withstand fireballs or other powerful spell. Thankfully, PE's souls can be used to explain that so I don't have much to worry about.
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Gay Marriage to be legalized in the UK
Oh noes, teh gheys are destroying religious liberty by getting equal rights and protection under the law.
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Feats
That may be true, but I think that 3.xE/Pathfinder Multiclassing just works great. And multiclassing seems easier to keep up with, YMMV.
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Power of classes (Realism vs. Filling unlimited power)
Too late for that. Trashy's gone into Game_Exile(or whatever his name was) level of hostility.
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what do I need?
When you play, feel free to play by house rules if you do not like a particular rule or feel there should be a rule governing something. Above all, make sure the game fits the audience, some people want to do dungeon crawls, some want combat simulators, some want to role play, often most want to do some mixture of the three. Take in to account what the players like to do when you start a campaign.