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mokona

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Posts posted by mokona

  1. The OP has a reasonable idea. A good idea even. Is it worth it? The truth is that most people want to be 'legit'. Other than hardcore pirates, many people who pirate content do so because they feel the alternative is too much trouble. One way to monetize piracy is to make buying the product as frictionless as possible. Apple made a huge dent in music piracy simply by making songs available easily, at a low price, and for just those songs you actually wanted. Prior to Apple, you had to buy whole albums full of bad songs just to get that one song you liked (etc).

    • Like 1
  2. The light effect in the video was neat but to me, personally, it's just a one trick pony. Once you've seen it used once or twice in interesting ways it is used up and won't contribute anything further to my enjoyment of the game. I'd rather have decent lighting so I can enjoy all those beautifully painted backgrounds.

     

    On another note, tracking and managing Torch inventory is a useless pain in the rear.

  3. I don't know about you guys but i still remember the stories behind the items in BG. For example; Moonblade, Lilarcor... And the artworks they had? I think that's a very important element too. When you put a story, a history behind a sword, when you give it a unique design and artwork, it becomes unforgettable. No matter it's useless or what, it becomes a part of the game that makes you satisfied. This is something i could never found from other RPGs.

    I would rather Project Eternity had one, and only one, magic item with an epic history like Excalibur than carry around five or ten or 100 trinkets. I'd be willing to accept a few such memorable magic items if each was unique and a quest in its own right. ;)
  4. As developers get more comfortable with a system, they're able to squeeze more out of it. They're able to devise efficient solutions to problems using the tool rather than just throwing raw power at the development challenges they face. I'm reminded that, way back in the day, a few games developed at the very end of the original PlayStation ('PS1') lifecycle looked much better than earlier games. I even thought one looked so much better it almost felt like it was being run on upgraded hardware when, in fact, I was using my same old PS1 that I had always used.

  5. If you want what other people are carrying, you'll have to kill them, most of the time. It's natural and not contrived.

    Project Eternity is supposed to be a story game. In a story game, my characters kill NPCs for "political reasons". That monster is chained up and can't follow you if you avoid him? Stealth. Those guards, if left behind you, could join forces in a pincer move with the next set of guards you encounter? Kill them so that you haven't left yourself vulnerable. That creature (I hesitate to call murders people) murders innocent people or will go on to kill your countrymen/friends/babies/whatever if avoided? Kill him!

     

    Include consequences in the game for using stealth in some situations. The problem, of course, is then you need to give the players clues as if consequences might exist or not in each situation. Another way to look at it, stealth is always contains a reasonably small risk that not killing the person/monster the first time you had the chance will make a later situation harder than it had to be.

    • Like 3
  6. You don't have the required points, you don't succeed. You have the required points, you succeed.

    Is combat exciting? Would combat be exciting if, before the fight started, you were told whether you had succeeded or not? Alternatively, would combat be exciting if every combat was decided by a single die roll?

     

    Skill thresholds and skill check in dialogue trees are binary and immediate. Binary in that you either fail or succeed with no incremental progress. Immediate in that there is no back-and-forth and no animations or other "action".

     

    Good gamemasters make dialogue skill checks an evolving "conversation". The choices you make while talking determine the possible outcomes (good and bad) and you roll to push towards the better outcomes. Dialogue choices might give you a +2 or whatever to your ultimate check but also cut off certain options. I don't think computers can handle that.

  7. Today I'm actually working on building our equipment system. When I'm done, designers will be able to take a weapon that an artist models and drag it onto a character. The character will then hold it in their hand, swing it, and cause damage to their enemies. My weapon of choice is currently the flail, which Unity made surprisingly easy to create.

     

    Will there be a relatively shorter list of sword shapes (like scimitar, longsword, short sword, falcata, khopesh, katana, broadsword, bastard sword, and flamberge) or a humongous amount of sword variety of wireframes?

  8. It's easy to distinguish between a fighter and a wizard, but the same criteria cannot be used to distinguish between a fighter, a monk, and a barbarian.

     

    The first iteration of a Barbarian class in Dungeons & Dragons reads like the game's designer tried to cobble together all of the abilities of Robert E. Howard's Conan into a single package. It's easy to see why we might have a hard time distinguishing a barbarian from a fighter. The fighter is an open character concept that can accomodate many different builds and, in contrast, the barbarian is a single character fleshed out into an entire class.

     

    Later game designers rewrote entire aspects of the barbarian class in an attempt to take it from a single character (Conan) and flesh the class out into an broad concept like classes are supposed to represent. I'm not sure that the barbarian class has, yet, really found a niche that isn't already covered by the fighter class. One difficulty is that the fighter class is really, really broad and players seem to like it that way. Another difficulty is that "strong character" is defined by your attributes (specifically, the Strength attribute) and is not defined by your class. Designers have tried to make barbarians different from fighters based on the Mighty Strength concept and yet that falls flat when a fighter could have an 18 Strength wielding a two-handed sword while his companion barbarian has a 16 Strength or less.

     

    A more extensive overview of AD&D's barbarian class from 1st edition through 4th edition: http://5eworld.blogspot.com/2012/03/barbarians-at-gates.html

    • Like 1
  9. I wonder if fire (and other elements) has any place in a soul based magic system? I have a hard time thinking of how channelling the power of your soul can actually conjure up a fire

     

    In literature, and religious literature specifically, the soul is equated to fire or described as fire. Similar use of language describes your soul as your "divine spark". Visually, souls or soul power is depicted as fire or burning (in the West, yes, but also in anime like Dragonball). It surely isn't universal but the idea that souls are like fire is very widespread.

     

    Even under your theory, mstark, it might make sense how souls could create fire. Ice? Not so much...unless your fiery soul can also absorb the fire of nearby objects thus causing heat depletion.

    • Like 1
  10. Magical Alignment Changes

     

    A second, more insidious, type of magical item is the one that changes a character's alignment. Unlike the usual, gradual methods by which a character changes alignment, magical alignment changes are instantaneous. The character's personality undergoes an immediate transformation, something like magical brainwashing.

     

    Will, or should, Project Eternity allow you to brainwash your companions by tricking them into wearing a Helm of Opposite Alignment? Dungeons & Dragons has had some weird magic item effects (Girdle of Femininity/Masculinity, I'm looking at you).

    • Like 1
  11. the party will receive, in general, many more critical hits than they'll dish out - and if they have massive, and long reaching, in-game penalities, you're only truly hampering the players or robbing them of an interesting encounter because they got incredibly lucky (although a solid normal crit can do the same in some cases).

    I have a simple solution. NPCs never deal critical hits. Only the PC or his companions can deal critical hits. Each character has a character-specific critical hit effect.

  12. ...every time you level up your character "magically"(hate using that in a sarcastic way in regards to a fantasy universe) gains tons of health (more blood cells??)...

     

    Hit Points (HP) do not represent more blood cells for those who have more hit points or who gain additional hit points.

     

    "Each character has a varying number of hit points, just as monsters do. These hit points represent how much damage (actual or potential) the character can withstand before being killed. A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant portion of hit points at higher levels, stands for skill, luck, and/or magical factors. A typical man-at-arms can take about 5 hit points of damage before being killed. let us suppose that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points. This is the equivalent of about 18 hit dice for creatures, about what it would take to kill four huge warhorses. It is ridiculous to assume that even a fantastic fighter can take that much punishment. The same holds true to a lesser extent for clerics, thieves, and the other classes. Thus, the majority of hit points are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces." - Gary Gygax / Dungeons & Dragons

     

    Quote taken from this post:

    http://www.enworld.o...846-post45.html

     

    You don't need the stamina-health system to represent what hit points have always represented. The stamina-health system is a design method to accomplish healing in a way that meets the game developers combat goals around resource management and death.

     

    Additional discussions:

     

    http://www.enworld.o...4e-healing.html

     

    http://www.enworld.o...hit-points.html

     

    http://www.enworld.o...-hp-styles.html

     

    http://www.enworld.o...ing-system.html

    • Like 1
  13. Roleplaying game rules should make leveling about characters growing "wider" instead of "taller". Bigger numbers of hit points and to-hit modifiers make your character taller without really fleshing out the character. By giving a character access to new powers, new options, and new choices, we make the character wider. A wide character is more powerful because he can better respond to varying situations.

     

    More discussion here: http://5eworld.blogspot.com/2012/02/do-characters-need-to-grow-up.html

    • Like 1
  14. Cute and adorable has nothing to do with charisma. A charismatic person has the ability to get others to follow. Think Thulsa Doom. From a D&D perspective there is a symmetry between the physical and mental stats:

     

    STR = INT

    CON = WIS

    DEX = CHA

    Dungeons & Dragons aligns the physical stats with parallel mental stats. This is most explicit when D&D talks about astral projection. The mapping above doesn't match the official rules. The correct groups are:

     

    STR = CHA

    CON = WIS

    DEX = INT

     

    Charisma is your force of personality and how much you can dominate or will other people to do what you want. Charismatic characters are often portrayed as having stronger souls or Charisma is used as the key attribute for spellcasters that use their personal power instead of book learning or drawing from an outside source. These reasons are why Charisma is your mental Strength.

     

    Intelligence is your mental agility. How quickly can you think and how flexible is your deductive reasoning. Intelligence is your mental Dexterity.

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