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Mr. Magniloquent

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Everything posted by Mr. Magniloquent

  1. The Reminiscant - A society dedicated to recovering and reawakening memories, talents, and knowledge from past incarnations. They believe that this pursuit is not only pratical, but enlightens individuals by aiding them in transcending time, place, and other divisions such as race and gender.
  2. I couldn't disagree more. Creating a mode where only one save file is possible, and triggered only on exit and loss isn't very complicated. If anything, the existance of Ironman mode will force the developers to more critically ponder the balance and mechanics of their system. Furthermore, I believe it will lead to better scenario, quest, and encounter design--as GOTCHA moments will be passe. "Just reload" or "reload until you discover narrowly defined strategy X" will not be acceptable conclusions. Its funny you should say that, because I find Dark Souls/Demon Souls to be essentially made of GOTCHA moments where you die and reload until you discover narrowly defined strategy X and yet is considered to be one of the best "hardcore" RPG games in recent memory. I have no interest in an Ironman Mode generally speaking. I don't mind harder difficulties even though I rarely move above/below the default difficulty but a mode which will delete my save? No thanks. But that means its inclusion is ultimately irrelevant to me. Demon Souls may be single save, but you are permitted more than one death. Like so many others, I've died in those games more times than I can count. That's very far from having only one irrevokable, game-ending death. Between being able to respawn, and the game having deliberate sadistic/mascochistic elements, I don't believe balance was really much of any concern in Demon Souls. I have never played Dark Souls, so I can't really comment. I'm led to believe they are very similar though.
  3. I'm fairly open. All quest archetypes can be done well. Some are more difficult to elegantly design than others, for sure. My favorite quests are where the player must investigate, particularly to assemble or utilize an item. The only RPG where this was ever done correctly is likely Planescape: Torment. Investigating is not to follow precise directions or instructions and stumble across blatent narrative devices and hints placed at regular intervals. You need to ask people questions, then ask other people questions, consider what was said, refer to a journal, text, or secondary items, then go back to previously visited people and places to ask better questions and look in better locations. Do this until the item is found. That is an investigation. Not follow this accurate map to "forgotten locations" to ride methaphorical rails through a linear dungeon, scooping up improbably written and dispered fragments of a journal. [/rant]
  4. I couldn't disagree more. Creating a mode where only one save file is possible, and triggered only on exit and loss isn't very complicated. If anything, the existance of Ironman mode will force the developers to more critically ponder the balance and mechanics of their system. Furthermore, I believe it will lead to better scenario, quest, and encounter design--as GOTCHA moments will be passe. "Just reload" or "reload until you discover narrowly defined strategy X" will not be acceptable conclusions.
  5. Stealth is likely to be very difficult with a group of six characters. Magic is certainly an asset, but not infallible, and can be easily balanced by developers. Unless it's very dark, your character is carrying almost no gear, AND the guard you are sneaking past has a very restrictive helmet, a person is most likely going to fail sneaking past. These complications are compounded in any sort of open room, lit room, or hallway without alcoves or very large and plentiful pillars. Stealth, realistically, is not easy--particularly for a group of six gear laden adventurers. Furthermore, should you fail, you will likely be in a tactically disadvantaged position. There are more scenarios where it will cost less for a group of seasoned and experienced professional mercanaries to cleave their way through an obstacle than slip by it--be assured. Likewise, there will be certain tasks far better suited to subtle sneaking. Different tools for different problems. The idea that all tactics for all quests everywhere must be equal is absurd.
  6. Name: Blink-scink Description: Named by ruefull fishermen, the blink-scink is a large octopus-like creature with evasive tactics and mesmerizing skin. With its magical ability to teleport short distances, it has a feared reputation for stealing bait and then blinking away from the hook, net, or trap. Large specimens are even known to occasionally utilize this tactic on small prey along the shoreline--or even boats. Abilities: Blink: As a magically ability, the blink-scink can teleport itself and any creature it has grappled X meters. This can be done once every Y rounds. Ink: The blink-scink may project a heavy mucous-like ink at any enemy with X% chance to blind them for Y rounds, or at the ground for Z chance to cause anyone to move slowly or slip and fall for Y rounds. Scintillate: The blink-scink has the incredible ability to change the appearance of its skin at will. Aside from camoflauge, the blink-scink is known to display a rapid oscillation of color and light across its body distracting and disorienting its opponents. While active, all within sight incur X% chance to be mesmerised. Those who resist still suffer Y penalty to targeting the blink-scink. Attributes: Low: Health, Durability Med: Strength, Stamina, Agility High: Intelligence
  7. I went paleo in 2008 on my own accord without realizing that the trend already existed. I noticed that a diet of mostly grains/carbohydrates, HFCS, and artificial sweeteners were giving me constant headaches, wild weight fluctuations, and even sores in my mouth from what my dentist attributed to "malnutrition". I switched to eating only vegetables and meat, discovered the who paleo movement, and have been feeling (dietary/health wise) excellent ever since. I know a great deal of other people my age (early 20s) who are on board as well.
  8. "Just a note - the idea that "most of X is crap and there's a few good gems floating around" practicly holds true for ALL media formats." Well isn't that the cold card truth? Definately a correct statement if there were such a thing. The films tend to be much more mature than the TV series, so they're usually alot better imo. As far as series go, the only ones I can claim to have found really interesting were Full Metal Alchemist and Ghost in the Shell. I remember a long time ago when Death Note came out, it started with great promise, but quickly fell into generic anime convention. I had high hopes for The Last Exile as well, but....it just wasn't quite there. Beautiful art style though.
  9. Personally, I find most anime to be contrived, recycled , emotionally adolescant, garbage. Mind you, I lived in Japan from ages 9 to 15, speak the language, and understand the culture implicitly. This is not to say it is all bad. There are some true gems; however, they are firmly within the minority of the genre and style. The problems typically extend from a few broad social deficiencies within Japanese culture. A) Extreme disconnect and almost completely perverse ineptitude of Japanese men to understand women and anything female. B) A sort of self-perpetuating and idolized culture of adolescence, often compounded and related to point A. C) Most writing tends to reflect that adolescant angst and perspective, often causing stories to focus on juvenille plots or have their otherwise philosophic goals and overtones ruined by it. D) There are two things important in Japanese culture: Power & Beauty--in that order. These can be expressed in any form, not merely militarily or sexually. It can be economic and intellectual power or artistic beauty. The above points tend to culminate in cliched, 2-dimensional characters, coping with adolescant angst and other baggage that should be resolved by your early 20s. It's not a coincidence or accident that the age of just about all central characters in Anime tend to be teenagers. Adolescant culture is fixated on in Japan more than any place I have ever been in the entire world. I except this opinion to be swifting and brutally attacked. It's ok. I'm used to it. I only ask that if you do reflexively attack this opinnion, consider that I grew up in Japan. I know the culture--likely far better than you do or ever will. Much of it Japanese culture I have admired and adopted as my own. When I look at anime, I am able to observe it from both sides of the lense. Please regard that.
  10. I want to say my first cRPG experience was The Dark Queen of Krynn but, I was very young and couldn't quite operate it properly. Probably the first cRPG which I became very engaged in was Betrayal at Krondor.
  11. My first computer was a hand-me-down from my father. He purchased it the same year I was born. An HP 386, 2mb RAM, and... I do not recall the HDD capacity. I used to play goldbox D&D games on it. Other than that, it was kind of a disposable learning tool. My dad dealt heavily with eletronics in the military, and would very often give me a set of screw drivers and tell me to disassemble, then reassemble poorly functioning equipment. Ah, memories.
  12. To me, it helps me not merely roleplay better, but play better in general. Even though I'm quite methodical, I will tend to deliberate less and over-extend my party since the risk is non-existant. If I die, I won't care, and just reload. Being a person who also like to take paths less travelled, and occassionally explore morally ambiguous options, I will sometimes recant the choice I made and reload when the reward or outcome was less desirable than I believe the conventional choice was--even when I survive it or the plot hasn't been broken. It's a significant strategy and an immersion aid principally. It places a great deal of thrill into the unknown, otherwise mundane combat, and personal interaction choices.
  13. This time I'll try something a bit more brawny and conventional. Name: Rubble Golem Description: The mortar golem is a sand colored demi-human creature composed of various shifting gradients of sand, cement, and stone. The creature is generally formed from the long derelict ruins of a cumbling magical structure such as a wizard's tower. Scholars theorize that it is a manifestation of lingering enchantments which preserved the structure while in use to reassemble itself back to its former glory. Abilities: Gravel Spray: The rubble golem may discharge a cone shape blast of rubble and sand, inflicting X physical damage to all in its path. Brick: Any physical attack has an X% chance that it will fall apon the harder stone composites its shifting body, inflicting no damage. Mortar: Any melee weapon which successfully strikes the rubble golem has an X% chance that their weapon will become trapped in a mortar mixture where it will remain for Y rounds until the mixture shifts and the weapon falls out or the creature is destroyed. Attributes: Low: Speed, Agility, Intelligence Med: Health High: Durability/Damage Resistance, Strength
  14. Jan Jansen (BG2) Fall-from-Grace (PS:T) Mordin (ME2) Hear'Dalis (BG2) Allistair (DA:O)
  15. I'm enjoying this thread. Whenever I stop by the forum I take a brief moment to ponder a new creature. As any proper DM, I find a special charm in devising unsuspecting terror that makes players panic the second time they encounter it, having underestimated it the first time around. Name: Umbran Description: Appears as large raven with a singular fiery orange eye prominently resting above its beak. It is completely black, with supple feathers laden with an ash-like substance that its body produces. It is a solitary beast with an almost human-like intellect. The umbran has a an insatiable avarice for precious stones and metals, collecting them within its nest and hollows of whatever it roosts within. The umbran eschews direct combat, and possesses many abilities to confound its prey. Abilities: Douse: The umbran may discharge the soot-like coating of its feathers in a black cloud, providing X% concealment to the umbran and a Y% chance to blind anyone caught within the area. Both effects last for Z rounds. Similarly, this effect occurs every time the umbran is physically struck by an opponent. Toll: The umbran possess a magical caw which inflicts X magical damage and evokes mortal fear in the soul of an opponent for for Y% rounds. Even if the fear is resisted, the opponent still suffers magical damage. Pilfer: When physically attacking an opponent, the umbran brazenly attempts to steal any attractive objects it can. Any successful hit incurs X% chance a worn jewelry item will be dropped. Attributes: Flight, Night-vision Low: Health, Durability, Strength Med: Stamina High: Speed, Agility, Evasion
  16. Name: Choir Toad Description: The choir toad is a large, exceptionally leathery, communal toad with a booming croak. When alone, a choir toad is merely an irritation, but their calls attract other to them, and can quickly get out of hand. Abilities: Mating Song: The choir toad may attempt to call other toads to it. When engaged in this song, there is an X% chance Y toads will appear. Cacophony: When four or more choir toads are present, their croaks become so load, that there is an X% chance spellcasting and abilities requiring concentration will fail. Furthermore, there is a Y% chance that creatures other than choir toad will go berserk for Z rounds. While Cacophony is in effect, all sleep, unconcious, and mind-controlling effects are nullified. Crescendo: As an extraordinary ability, a choir toad may produce an exceptionally load and focused croak, incurring X% chance to stun an opponent for Y rounds. Attributes: Low: Agility, Speed, Health Med: Strength High: Durability, Stamina
  17. Name: Void Viscera Description: A void viscera in a black coalescent ooze of a decaying mass from the corpse of a being whose soul was torn from its body before the body itself had died. When the husk dies, the resulting carrion remains traumatized by the premature loss of soul, and becomes a ravenous vacuum of survival instinct, attempting to salvage itself with the essence of whatever souls it can find. Abilities: Culvert: The void viscera possess animal-like opportunism, and will reflexively latch on to the heightened energy state of a soul when it attempts to utilize magic or a supernatural power. There is a X% chance that any magic or supernatural ability will fail in the presence of a void slime, healing the void slime proportionately to the power nullified. Assume: When struck by a void slime, there is an X% chance that the void slime will assume the highest attribute or resistance of the character struck. The victim simultaneously suffers Y penalty in whichever attribute or resistance was assumed. This effect persists for Z "rounds" for both the victim and the void viscera. Coalesce: Void Viscera may merge with any void viscera within X meters. Merging void viscera assume the total remaining health, fatigue, and highest attributes and resistances of each individual void viscera. Attributes: The traits of whatever victim it has most recently slain, retaining the highest value traits when a newer slain creature is assumed. The void viscera does not sleep, breathe, or think. The void viscera has no senses other than the supernatural ability to detect souls within X meters. Void Viscera make no sounds and are difficult to visually detect, but emit a potent stench of rotting death.
  18. I would like to see original creatures, with preference to anything Fey. That aside, behold this aquatic terror:
  19. Name:Palaver Alias:"Addled One" Portfolio:Truth, Enlightenment, Knowledge, Prophecy, Tragedy, Mental/Spiritual Illness Enemies:Decievers, Censors, Corrupting Influences Symbol:A broken circle with a horizontal line across the center History:Palaver is an ancient scholar who in attempting to concoct The Philosopher's Stone became enlightened and ascendant. Palaver began travelling the world attempting to share his discoveries but his mind and insights now surpassed comprehension by anyone--even most gods. Undeterred, he continues to this day wandering the world, seeking to share his knowledge. Manifestations:Many people believe the mentally unstable either to have touched the mind of Palaver and overwhelmed, or merely that which they learned is beyond mortal comprehension. Instinct, intuition, having thought you saw something in the corner of your eye, or having something on the tip of your tongue are commonly regarded as Palaver attempting to advise you.
  20. The chanter having phrases which they can blend to create relatively uinque effects is deeply intriguing. I certainly have liked everything thus far, but that bit of information was deeply encouraging that you guys are currently crafting a game which will outdo even the legacy of Baldur's Gate. Excellent work. Worth every penny--as if there were any doubt!
  21. I would like to see Divination magic play a much greater role in games. Knowledge is power, yet Divination spells are nearly totally absent in most games. Aside from Baldur's Gate 2, which had the best spellbook of any game ever created, Divination largely absent. If it's useful to know, it's useful to have a spell which grants that knowledge. For example: An enemies's strengths and vulnerabilities. True names. Words of Power Protection spells (Premonition anyone?) Detection (Items/Illusions/Invisibility/Traps) Exploration Insight into person's nature (Alignment, Susseptibility to perssuasion vs. indinidation, etc.) I imagine that they are more difficult to code for, but let's not make excuses! One can never reach too far when making a proper magic system.
  22. What of Concealment Cover Blindness and any similar effects where missing is both appropriate and central? Anyone?
  23. I like everything, except for the proposition that no attack ever misses and/or does not inflict some form of damage. It precludes many different combat activities: An highly skilled veteran swordsman is incapable of evading, parrying, or blocking a rookie nave's blade. All archers are experts, at any permitted range. No combatant can ever truely make a mistake. Conditions such as concealment become irrelevant, as an attack will never miss. There are more, but they have already been addressed. While the notion of a minnimum attack only taking stamina is reasonable (as parrying & parrying require exertion), it still fails to resolve conditions of concealment or cover.
  24. I would like it taken a step further and making morale instead into an all encompassing psychological/mental health statistic. Enemies suffering from loss of psychological well being/morale might either flee, go breserk, surrender, or fall hopless to their inevitable doom. Social skills, spells, and abilities could be used on enemies within combat in order to illicit any such reaction.
  25. To me, there are two principal problems with druids. Druids are clerics, yet everyone attempts to treat them as a different entity. Clerics of different faiths are too similar. Power, abilities, training, should be defined purely through domains. If your diety is the god of Love, Peace, and Meekness, why would its clerics train with weapons, armor, etc.? The answer to fixing druids, is to first fix clerics by fixing the range of their spells/abilities via domains & portfolios. After all, a cleric is what a druid is--nothing more or less. The illusion of distinction is present only because that the nature (ha) of their diety tends to be focused with material aspects of the literal world rather than ideology or social action.
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