-
Posts
3910 -
Joined
-
Last visited
-
Days Won
51
Content Type
Profiles
Forums
Blogs
Posts posted by PK htiw klaw eriF
-
-
More classes can't be a bad thing.
- 1
-
I think that multiclassing should be handled like it was in 3/3.5E, the only penalty is that a multiclass character isn't as specialized as a single class.
Take a rogue/wizard character for example. The character will be less effective than a pure wizard(because they will have to focus somewhat on roguish abilities like stealth instead of magic) or a pure rogue(because they have to focus somewhat on magic instead of rogue talents). So while a pure rogue could fell mighty beings with a well placed sneak attack or a pure wizard could shoot down dragons from the sky with lightning, the rogue/wizard cannot. However,the rogue/wizard can invoke magic in ways a pure rogue could not, or evade deadly blasts that a pure wizard could not.
Also, there should be no special stat ranges for any race or class. Every character should have the ability to raise whatever attribute they wish how they wish.
TL;DR version
The penalty of multiclassing should simply be being less effective at specialized things than a pure class.
-
I'm speaking generally, but I'd say 3E/3.5E influence with some 2nd Ed. and 4E bits here and there.
The multiclass system from 3/3.5E would be fantastic. Also using the same model for all checks would be nice too.
-
I'd love to see critical misses in the game!
This.
I would also like to see critical failures of pretty much anything that requires a check. It would be awesome to fail spectacularly at sneaking and end up fleeing on a wounded leg.
- 1
-
Also, a lot of people don't think combat is important in RPGs and just gets in the way of story. And I hate how they use PST as an example because its combat was weak/bad. Combat is an important part of RPGs and has always been there. Please make a game with not only a strong story, quests, and characters but also with a strong combat system so you can prove those people wrong.
I always thought that combat was the best part of the story. Then again I don't really like that whole gameplay/story segregation thing.
I hope PE uses vancian casting. After DA2(I was ok with DAO, since cooldowns for the more powerful abilities were a bit longer and global) I really don't want to play another cRPG with a cooldown system.
- 1
-
My favorite memory was playing a PnP game of Rifts. The group were superhumans who were doing battle with vampires in Mexico. We ended up destroying roughly half of the world. Glorious.
-
I personally like the Palladium system, Rifts and Heroes Unlimited in particular. I would give those a try. GURPS is also worth checking out.
-
"Custom" spells would be quite good. I don't see any reason, other than cost, why not to include such a feature.
Also I think that something like metamagic(from D&D 3/3.5) would also be an interesting mechanic.
-
It should vary from culture to culture. I could see a female dominated society that regards males as little more than cheap labor and walking "sperm banks". While there could also be a society that sees genders as relatively equal.
-
Limited ammunition please. However, arrows(and stones if there are slings) should be relatively easy to craft with from variety of materials that can be found in the wild.
-
Lets see...
- Serial Killer
- Kingpin
- Bigot
- Pirate
- Kill family members
- Hermit
- Vigilante
- Slaver
- Commoner
- Pretty much any other "unpleasant" thing that other RPGs restrict so they don't offend anyone.
- 1
- Serial Killer
This is the kind of cRPG combat that I like
in Pillars of Eternity: Stories (Spoiler Warning!)
Posted
In a combat system for a cRPG the main requirement I have is for success in combat to be determined by character skill and not player skill. The cooldown for basic attacks is something I actually like in RTwP cRGPs (IMO, DAO actually handled basic attacks pretty well).
With spells and special abilities, I really like limited mana/stamina/uses instead of cooldowns. My preferred system would be a mana/stamina per day system that accommodates both spontaneous ability-use/casting and preparation of spells. The reason I favor this instead of a spells/abilities per day system is that magic users can prepare the spells they want without being stopped by a 8-th level limit, and combat classes can use abilities like rage or stunning fist more instead of quivering palm just because they have a "per day" limit for that ability.