Everything posted by JFSOCC
-
The D&D character test!
well 180 was considered the top IQ score before it becomes too uncertain. so I always tied them 10-1 to the stats. So I'd have a 16 intelligence score. You don't have to believe that. What I always found troublesome is that ability scores were too easy to raise. You're not suddenly going to be more intelligent just because you get more books in front of you. Sure, your state of mind will affect your intelligence, and children certainly can still grow. But an adult in a normal state of mind is not going to be more intelligent. That +1 every 4 levels would just be impossible. Maybe you could do that once in twenty levels. Strength however, is something which is fairly easy to grow, all it requires is diet and training. It's not inherent in a person like charisma is. As for dexterity, I wonder if it is possible to have great dexterity and great strength, or if at some point you're just too much of a hulk to do anything other than tromp around like an elephant. Anyway, how did we get to be so serious again?
-
The D&D character test!
Uh, I guess I fit the stereotype if you don't go beyond the surface. Left-wing politics, nature lover for sure. But I also like society and culture. I love my creature comforts and I make sure all my DnD chars do as well. As I get wiser I'm also much more forgiving than I used to be. I'm fairly smart (definitely not in agreement with the intelligence score, haha) I couldn't live in a urban sprawl forever, but as much as I love nature including the wildest parts, I doubt I'd ever decide to give up internet or plumbing for a life at one with the mother-tree or some such. I'll take either in doses. The one thing this test did show was my dislike for paladins and their absolutist thinking, if you can call it thinking. I can't stand the lot of them. I usually roll a high intelligence high charisma rogue, I make up for the hit I take in dexterity by picking up ranger as second class for the two weapon combat it gives. Occasionally I try a bard, but that's a fairly new development. I feel the dual class brings me closer to my own views of just wanting to experience as much as possible. of loving life both in nature and in society. But there I sound like a hippy again.
-
The D&D character test!
You Are A: Neutral Good Human Druid/Ranger (2nd/2nd Level) Ability Scores: Strength- 12 Dexterity- 12 Constitution- 12 Intelligence- 13 Wisdom- 14 Charisma- 14 But it has to be said that I didn't like a lot of my options. Sometimes I wanted to say yes to both options, sometimes I liked none, and generally the choices were lacking nuance. There was one question about how well I did at school. Yeah, I didn't do so well, but that had little to do with my intelligence. Anyway, apparently I'm a tree-hugging hippy.
-
Small suggestions. Easily implemented ideas, quickfire thoughts.
I'll admit it, I'm a munchkin. I played a level 20 rogue/ranger (11ranger9rogue) because it allowed me to be good at everything. The 3.5DnD ruleset allows for rangers to get dualwielding feats without prerequisites, while still delivering 6+int modifier class skills, in skills which overlap with a rogue's. It's fantastic, you get an animal companion, on average 7+int modifier +1 for being human skills per level, and still have enough combat feats to survive standing toe to toe with other combatants, oh and access to some magic too. But playing the IE games I never was that smart. I kind of fumbled about not knowing what to pick. This was because, whenever I levelled up, I would then make the decision of what I wanted. I couldn't pick an objective to grow towards. I wouldn't get a feat which was a prerequisite for another feat which I may have wanted, because I didn't see that other feat show up in the list until I met the prerequisites. I would like to be able to see where I'm going with my build. It'd be nice to be able to plan ahead. I would appreciate to see the full path I can still take in my character screen. Perhaps have 2-3 preset character growth paths which you can select if you don't know what to do and want the game's help deciding.
-
Limiting rest areas
You could find other ways to discourage resting... Maybe too many rests fail or reset current quest. (either because you "took too long" or because "they got away" or perhaps because spawns have respawned their hordes. Or perhaps dungeoneering requires items which are perishable and don't restock upon rest. (so many arrows, so many torches, nr of lockpicks etc.) So you could infinitely rest, if you wanted to, but it'd become a tedious, and generally unfun way to play. When proceeding pays you more. Or you could get rid of resting altogether, except for moving forward the clock. Require players to recover in different ways. Visit a bathhouse, or a natural hotspring, a well in the desert. A waterfall. Maybe souls need the caress on their ears of the sound of babbling water before feeling restored. It could be tied to soul magic. IE set-rest locations scattered about in the world. You could have dungeons where they get ever sparser as you proceed towards the end. Actually, I like that idea, because it gives a flavourful way of dealing with the problem
-
Project Eternity Composer: In-house or External
- I want a dog.
- Design a faction.
- I want a dog.
- Update #50: So... Project Eternity!
I'm definitely hoping to see BG2 influences in P:E, I actually greatly enjoyed the quest density in Aktdyslexiakathla. It should simply be entirely possible to play the game ignoring a large amount of them, should you so choose, without any ill effects. That said, I hope P:E is a game that stands on itself, its own merits. What I like is that the Developers, including Josh Sawyer, all have their own vision for what the game will be. I'm glad that while P:E will gladly take input from fans of the IE games, the game itself is not going to be simple fanservice. Besides you can't please everybody all the time. I doubt taking out the big city quest density for something lighter is going to ruin my experience. I'm sure the energy that would have been spent on it, is now going towards another part of the game to make that enjoyable content.- Books we've been reading V2.0
I'm reading the Great Gatsby, just started really. It's refreshing after reading something dry.- Project Eternity Composer: In-house or External
Morrowind's soundtrack song was repeated indefinitely while playing the game, eventually I just couldn't hear it anymore. I mean, I can still hum it in my nightmares. Aside from good music, you need variety, and you need for the tone to fit the setting. Justin posted something before about how he took inspiration from Bastion's concept of designing the game around the music (I paraphrase) and I think that's an excellent way to do it. I am very curious to see what it'll be. Btw, Games you should play for the music working nicely in conjunction with the setting. (because EVERYONE and their DOG will now share their personal favourites) Beyond Good and Evil (Christophe Héral) Quest for Glory V(Chance Thomas) Myst and Riven (oh, Riven!)(Robyn Miller) And yeah, I thought Time's scar was an excellent piece. If terribly bombastic.- Small suggestions. Easily implemented ideas, quickfire thoughts.
based on the "what should female breastplate look like" thread, I would like at least one skimpy outfit, with no defensive stats, but which get some banter in the form of catcalls and the like.- Lighting and Its effect on Vision
Would be cool in combination with the night-blindness idea. you quickly see all the enemies in the surrounding, and then you need time for your eyes to adjust from just the tiniest vision cone into what's normal. Can be really scary for you to see you're surrounded by enemies and then not see any of them anymore. Combine this with drugs which cause hallucinations (seeing enemies that aren't there) you could have rogues become interesting tactical utility characters for both your and the enemy side.- THE BIG CITIES: Citizens, Areas, Day/Night cycles.
Some NPC's might change their behaviour based on the time of day. If you shop 5 minutes before close you get a "Yes!? what do you want!?" Or perhaps an apothecary might sell poison during the night, but not during the day when the respectable folk frequent her store. A day night cycle also allows for some quests which you have until dawn to finish. But if you fail them there's another attempt the next day. all in all, it's an idea which could greatly boost content and gameplay. How could I be against that?- Design a monster.
I think that'd make for a cool quest, finding out one of your party members hasn't been who you thought, all along. Rjshae had a pretty cool idea: I imagine that combat tactics would play out something like this: a swarm of them, each party member would be attacked by no more and no less than 3 of these at the same time, whenever one of them drops below 25% health, they flee and let another member of their flock take their spot. Whenever a party member drops below 20% health, all of them converge on that member (including those of low health in the swarm) that would make for a fairly powerful opponent as you'd be in a battle of attrition with those who have greater numbers, but also because it allows for tactical choices: You can use a high-defence/low health party member as a lure, you can have reach party members pick off fleeing enemies (of the swarm) while they aren't fighting. Or you can try to tough it out and just get every enemy below 25%, at which stage it becomes a game of gotta catch em all.- Small suggestions. Easily implemented ideas, quickfire thoughts.
this is cool, but maybe you should post it here? That is rich in possibilities. Would be cool.- A two-dimensional reputation system
that might work if everyone checked against several different reputation markers. So say, eacg faction checks against 5 out of 20 markers, and you need 3 to be positive and no more than 1 negative to get certain dialogue. At this point you have a lot of freedom in creating reactivity.- Small suggestions. Easily implemented ideas, quickfire thoughts.
The ability to deny people to join your party. Screw you G0-T0. A pre-cognisant ability which allows you to retry any dialogue response 1/charge. or any combat encounter 1/5 charges. (as if the first time didn't happen) Charges slowly load up based on success in gameplay. Maybe a Cipher ability, seems this is kind of in their ballpark.- A two-dimensional reputation system
They could do numerics for "Known for" which get turned on based on which quests you completed and how. So if you're always discrete, you wouldn't be known for it, except to those who know these sorts of things Then you have certain NPC's who have dialogue trigger based on a small list of things you've done which they could know. so, a Crime lord NPC would check Thieves guild reputation 45 Thieves plot quest done loudly 0 Thieves plot quest done discretely 1 Police plot quest done loudly 0 Police plot quest done discretely 1 Major game event one done 1 Major game event two done 0 etc. So he could comment on your discretion, and wouldn't know you've also worked for those coppers, known you've done something of significance in the game world. and that you've helped them out for 45 points worth. Then you could have certain dialogue options trigger based on these prerequisites. Maybe I'm overthinking it.- THE BIG CITIES: Citizens, Areas, Day/Night cycles.
I'll probably get crucified, but I'm digging this idea a lot. It might be a lot of effort to fill in, I think it's likely even. But having a nuanced daily cycle would be cool. especially if that influenced gameplay. More than just what stores are open, it'd be nice for instance if you have an assassins quest (as per your example) where you can study your target and strike when he's least defended. (during transit, for instance, or when he's in the brothel, you can lie in wait) Different enemies during different times of the day a lá "They only come out at night". It's just an idea which is rich in possibilities, which is something I like.- I want a dog.
- What Is the Most Important Factor for Making a Great RPG?
As I think will everyone here- Design a faction.
The Adrathi The Adrathi are a band of Humans and Orlans living in an encampment near the ruins of an ancient Glanfathan settlement. They consist of those who have seen the plunder of Glanfathan artefacts by the newcomers to the area, and have vowed not to protect them, but to take them for themselves, catalogue and study them, and keep them in Dyr. But that's not all they're up too. The Adrathi or "seekers of Adra" mine the shell-like substance and trade the unusual material for profit. They stockpile some of the resource, not just for study and use, but also to keep an even supply of it. The Adrathi scout out other Glanfathan ruins to 'protect' them as well. Lastly, the Adrathi have a single ruin which they have advertised to the world. They've subtly let rumours of an incredibly rich ruin enter the world. While the ruin has been completely emptied by the Adrathi themselves, they've filled it with just enough to entice bold looters to enter ever deeper into the maze, which they have filled with traps. The Adrathi patrol the surrounding area, are friendly to those who visit, but kill any who attempt to leave after visiting their ruin. Once a month, they send their patrols into the ruins to clear out the corpses, reset and improve the traps, and loot the dead. The gear they loot is then sold to adventurers who are following up on this rumour of a rich forgotten Glanfathan ruin, ripe for the picking. It's a good living, the Adrathi are xenophobic, tend to make fun of their victims behind their back, but maintain a friendly outward appearance while trading with any victim not yet succumbed to their traps or patrols. Once every so often, they send out one of their own to Big Big City 1 with a rich haul, to sell and tell stories of this fantastic ruin he's only just begun to loot. Recently the Hakawati have gotten wind of this story, and subsequently the Adrathi have had to step up to keep up with the increased influx of adventurers. Victims of their own success, so to speak. Adrathi will be suspicious of anyone they don't know, though they'll be careful not to show it. However, anyone demonstrating that they're respectful of the Glanfathan artefacts and ruins might earn their trust. Anyone wishing to study some interesting artefacts might be able to find them in the Hands of the Adrathi, so befriending them might give you access. Should a player manage to befriend the Adrathi, they will be asked to help deal with the Hakawati telling too many tales; Be required to help trap ruins which have just been pilfered by the Adrathi, so they have another fake El Dorado to share with the world; Trade on behalf of the Adrathi, and help spread word. The player will also be brought along on trips to newly uncovered ruins yet unknown to the world, and who knows what they might find there. Furthermore, the Adrathi have studied artefacts for a while now, and will likely be able to help the player identify what they've found, and teach them about the hidden qualities some items might have. Recently the Adrathi have stumbled upon a new ruin which is so big, they haven't been able to fully map it yet, and it's in excellent condition, unlike ALL the other ruins. ----- Living in the Encampment is Alèsix Dechamp, a Rich Horticulturist He's managed to get the help of the Adrathi as soon as they found out he has absolutely no interest in anything but plantlife. He's incredibly enthusiastic about his findings, however, as the ruins appear to be supporting all manner of unique plant and wildlife. And these all seem to be found only near where there are Galfathan ruins. More interestingly they are found wherever there are these ruins, but nowhere else. Instead of Reporting back home, he's decided to do more research, but OH BOY! when they hear about it back home! The Adrathi have no intention of letting Alèsix go, but see no harm in letting him stay and study. Alèxis has been gone long enough to be missed, or to be presumed dead. He doesn't care, he's got a thesis to work on.- Update #50: So... Project Eternity!