Jump to content

Grand Heresiarch

Members
  • Content Count

    29
  • Joined

  • Last visited

Community Reputation

22 Excellent

About Grand Heresiarch

  • Rank
    (1) Prestidigitator

Badges

  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  1. Why the medicine ball hate? Its like a big wrecking ball...for wrecking faces.
  2. Just to be somewhat odd or contrary, I'm gonna go with the Might and Magic 6 (and on) resting system. It wasn't terribly different from the bg system with the exception of having a little jewel near the portraits that let you know if you were in an area where resting was possible, thus avoiding the spamming the rest button only to hear "you cannot rest at this time." Additionally in might and magic the party had to consume food to rest, which was bought at inns (you could also rest at inns risk free, for a small fee, while resting in the game world carried a varied risk of attack). The com
  3. First off a question: people seem to be (mis)using variants of "degenerate" to (I think) describe a gaming style that is for some reason unbalanced or undesireable. I just want to make sure I am understanding the usage corrctly. I somewhat fail to see how gamaing design is degenerate but that is a sepaarate issue. On to matters of substance. People seem to keep pointing to D&D and stating that mages were balanced by their inability to don heavy armor. First, I would state that this supposed balance is largely illusory, especially in terms of AD&D. Mages were relatively weak early an
  4. I have always had issues with the philosophical viewpoint espoused by many D&D druids of the concept of an active agent of balance. This idea implies that the druid has access to some formula that allows him or her to determine exactly what steps will be needed to return a system to some prior "balanced" state. This idea is not in of it self terrible, but in practice it usually comes down to life for a life formulations that are seldom satisfying and ignore the idea that taking lives is seldom a perfect equivalent. If a druid values animal life as equivalent to human life, how do t
  5. Great point, certainly most classes in rpgs are little more than recycled fictive tropes. To some degree, this is useful in that is allows players to have some idea of what they are getting into when they select a specific class at the outset. I think what most of the audience here is hoping for is not so much a complete reinvention of classes as demonstrating some greater flexibility within those concepts. I believe that the monk is being singled out because it represents a recurring type that often has the least level of flexibility. A fighter in this game seems like it could use swords
  6. Sylvius, I certainly understand your point(s), but must respectfully disagree. "I've always considered the dialogue options to be abstractions (like keywords in text parser dialogue systems), rather than an exact representation of what was said." I find this unsatisfying. As the designers have stated (dont remember exactly who posted) dialogue options will reflect the intelligence, charisma and other stats ascribed to the character speaking. In this case, the text does represent what the speaker is saying. If it is an abstraction, this dramatically alters the storytelling po
  7. Certainly, there are a wide range of renunciant traditions, but are they all the same? I dont know that I like kung-fu monk or the flagellant. I would like to see monks move away from mystical fist melee or even crazy faith driven melee to more of a support role. A different divine magic user more akin to a Taoist immortal than anything else. I would have them replace the druid class, and get rid of the touchy nature balance drivel and replace it with a more sophisticated philosophical viewpoint akin to wu wei. There would be some similarity with the druid but more of a cosmic balance rath
  8. I am curious if they intend to pursue this concept of the magic vs tech continuum. In arcanum the two were diametrically opposed and even interfered with each other. I would rather that they are seen as complementary. Think tanks powered by enslaved fire elementals... or enchanted pistols. That would be something new. There is the problem then of not abandoning wholesale enchanted swords for guns. One idea: say natural sources of potassium nitrate (saltpeter) are exceedingly rare. Perhaps only a small group has access. This would create an interesting mechanic in that guns would be unde
  9. I agree that this implementation is not exactly great, but I like the idea of your choice to stray beyond the constrainsts of law having meaningful and lasting consequences (if you get caught). In larger citites, this sort of notoriety should be somewhat dilluted as it is easier to be another face in crowd, but in small villages etc chosing to rob or engage in vigilantism should have a lasting impact in that community, and effectively bar you from that community. Certainly, getting caught robbing a merchant should make that merchant perpetually hostile to your party. Similarly, guards i
  10. I have to ask, why? What about daggers presupposes a rogue? Are they somehow a less effective weapon in the hands of a warrior? Certainly you sacrifice reach but you gain speed, is that somehow an unworthy tradeoff for anyone but a rogue? This isnt D&D, and we have no idea exactly how weapon damage will function, nor exactly how the classes will function. I assume (as I think most of us do) that there will be some level of player driven weapon specialization. So why should class be the sole determining factor? I cannot think of a good reason for this. We are supposed to be role playi
  11. I cannot agree with those advocating for gear strictly along class lines. This idea assumes that once class selection is made, there will be little room for customization of that character (i.e. druids all use staves or priests all use maces) Giving players either a list of options or an item shop makes more sense in that it allows players early on to make decisions about how they envision thier character. Certainly that vision can change as they progress, but given the options of choice versus having set gear forced upon you, I will always side with choice.
  12. I agree that torment's sigil felt the most 'alive' of all the cities, though one aspect of it that is somewhat difficult for me to decide is anonymous randoms (usually labeled something generic like 'hive dweller') and named npcs. In PS:T you would just mouse over everyone till you found someone with a name, and generally the named individals had something quest-related to say. This aspect, while not game breaking, did somewhat detract from immersion. That being said, I cannot think of a fix for this. If the city is full and every npc is named, players would have to spend hours in pointles
  13. OP you mentioned a great deal about weapon variety but consider this: all things being equal, (I.e. you are equally taking the target by surprise) when is there a scenario where a dagger is better? Why should a dagger do more backstab damage? I would think a surprise claymore to the skull far more effective than a knife. That being said, I would like to see stealth penalties on larger weapons as an effective way to mitigate the problem. Daggers ought to be for backstab because they are concealable, not because of some illusiory advantage of lore. I would even be ok with nothing greater
  14. I would hesitate to say things like "natural progression in a society". That statement implies a singlar path of "progression" which all societies must take, a historical assumption which has been effectively debunked by both cultural anthpologists and historians as both innacurate and ethnocentric. There is nothing natural about any piece of technology, and where and why it is developed are usually associated with the ideological and material conditions of that time. Native american cultures did go for thousands of years with little technological innovation (in north america, the same do
  15. Torment provides an interesting counterpoint. yes there were a few conversation paths that the nameless one could engage in with Ignus and Vhailor that ended...badly, but overall the companions were able to needle each other without killing each other. The reason I look to it as an example is there were similarly few possible companions (7) so the idea of them killing each other would simply not work.
×
×
  • Create New...