Everything posted by TRX850
- Characters from games that you HATE and don't whanna see in PE (or even be inspired)
-
Balancing Stealth vs Combat
It's not about having an xp addiction. It's about allowing the reputation system to handle your choices, and affect the story around you. - If I kill a merchant in cold blood, other merchants in the area may double their prices or refuse to serve me. If I am faced with the latter, I am now forced to look elsewhere to buy and sell items. So I've lost out. - If I complete a quest for a neutral quest-giver (for xp), then betray him by killing him and all his cronies (for xp), then other factions aligned with his may deny me future side-quests. So I've lost out. - In the previous example, I could still coincidentally kill some or all of the creatures in one of those future side-quests (for xp), but I would no longer be entitled to the finishing quest xp, because I wasn't able to establish it as a quest. So I've lost out. - If I kill a local hero in cold blood, then I should expect assassins everywhere. I should expect merchants to call for the authorities. I should even expect my own companions to leave the party if it was against their "alignment" or ideology. So I've lost out. See where this is going? If you played the game as a law-abiding sneaky diplomat, merchants will do business with you. Friendly factions will do business with you. Local heroes may join with you or offer you clues, info, or side-quests. Playing an evil hack-and-slasher means you now have to seek out darker quests and quest-givers. Shady merchants may appear. Anti-heroes seeking vengeance may enlist your services. It'd be a very different game, and the end-quest could provide some unique surprises. The xp gain for these two scenarios may be quite different overall, or they may even balance out. It's hard to say without knowing how the devs will place opportunities for either situation. But at the very least, neither play style should be denied xp for their choices.
-
Good vs. Evil rolepplaying rewards
^^^^ That's why it's so important to have the reputation system play a large part in handling these extreme cases. If you're "in character" and playing a chaotic evil blackguard, being ruthless is one thing, but stupid evil choices should also come with a commensurate penalty. Be it everything from simple future quests being denied to you, to bounty hunters actively seeking you out, and people/vendors everywhere shunning you. It doesn't mean it's impossible to play the game, but you've accepted it will be an incredible challenge, by always limiting your easy options with morally questionable/reprehensible behaviour.
-
Balancing Stealth vs Combat
TrashMan, I really like your avatar. It's cool. I want to ask you though, if you were playing BG1/BG2 as a Blackguard and making evil or morally questionable choices, how do you think objective only xp would cover that?
-
Balancing Stealth vs Combat
For those who want to play a Blackguard for example, killing in cold blood is a legitimate play style. So the design solution needs to have a combination of combat xp, quest xp, and reputation management. All three elements work together to serve all play styles.
-
Feats
Favoured Spell [Arcane Talent] - Per encounter use - The wizard pre-nominates one offensive/defensive spell per spell level, which is automatically quickened. Using 3.5ed as a guide, a 5th level wizard might nominate: L1 - Chromatic Orb L2 - Web L3 - Fireball Then he/she may cast ONE of these as if it were quickened, i.e. zero casting time, per encounter. Other castings of the same spell during that encounter are as normal, as are all other favoured spells. This does not preclude the use of other meta-magic feats.
- Crimes and misdemeanors
- Ciphers: Inspirations and their mechanics
- Ciphers: Inspirations and their mechanics
- Ciphers: Inspirations and their mechanics
- Ciphers: Inspirations and their mechanics
-
Crimes and misdemeanors
It'd make sense to have something like this as part of the plot, maybe? Otherwise players will rage and reload. Got me thinking though. Thumb screws all round. Edit: Spellcasters could be forced to wear a "Brank" for a set duration, magically locked to prevent tampering. Can't see that happening though. Or maybe they are "hobbled". Ankles broken then set incorrectly, like in the film Misery with James Caan and Kathy Bates.
-
Ciphers: Inspirations and their mechanics
Chameleon Skin - Hide skill receives bonus equal to Cipher level. Summon Intellect Devourer - Summon 6 HD creature for 30 seconds plus 10 seconds per level. Light Storm - High intensity strobing light effect. - Target AoE or individual enemy. - Will save or become dazed or confused. There are many other arcane spells that Ciphers could emulate. - Sleep - Identify - Ray of Enfeeblement - Blur ... all the way up through the spell lists.
-
Ciphers: Inspirations and their mechanics
I'm just trying to think of ways a Cipher could emulate arcane spell effects. Then add a twist. These suggestions are by no means absolute. Trying to think how an enemy might react logically to something like sudden encumbrance. Maybe there could be a separate ability that forces the enemy to drop amour. Drop and Give Me Twenty - Enemies drop their armour then hand over 20gp. No?
-
Ciphers: Inspirations and their mechanics
Gravity Well - The Cipher targets an AoE or individual enemy. - All carried items weigh considerably more, potentially encumbering the enemy. Amount scales with level. - Similar to Slow effect. - Intelligent creatures must make a will save or drop armour, weapons and other items, starting with the heaviest item first.
-
Balancing Stealth vs Combat
I want XP for learning how to take a p*ss while wearing full plate armour.
-
Balancing Stealth vs Combat
Which is why it's better to let the P:E reputation system handle a player's choices, particularly the extreme ones. If you took Option B above, then your NPCs have every right to walk away from you, providing it's obviously against their faction ideology. If they all walked away, most players would simply reload and choose a less-extreme or even sensible option.
- Good vs. Evil rolepplaying rewards
- Good vs. Evil rolepplaying rewards
-
Subduing Enemies: Alternative paths to Combat resolution
You could achieve this with functionality that is already most likely to be in the game, without a huge amount of extra work. - Uncap the Sleep spell so it scales with level. - Allow more mid-range spells and combat options to create a Stunned / Dazed / Sleeping / Unconscious effect on enemies. - Buy rope. It now has a use beyond abseiling. - During combat, once an enemy is placed in a temporary state like the ones listed above, have a player click the "Bind" ability (common to all players) then the enemy in question. - Make a successful Bind [sTR] skill check. - Set hostile enemy's intention to neutral. - On a failed skill check, the enemy reacts as normal. But if the enemy is unconscious for a while, allow skill re-checks after a cooldown period (similar to stealth attempt). You might have problems with large and/or non-humanoid creatures though. How difficult would it be to bind an unconscious drider? You could even have a Bind spell. Once a creature, even a large one, is unconscious, cast Bind on them (allow a saving throw), but the effects are (semi-)permanent. And again, set their hostile state to neutral. If you then left the area and returned hours/days later, maybe all bound enemies are now gone but counted as defeated, with little or no xp.
- Ciphers: Inspirations and their mechanics
-
Balancing Stealth vs Combat
Hey man, thanks for replying. This ^^ thing here about reputation. I mean if your character accepts a quest, completes the quest, then returns to the quest-giver for a reward, then slaughters the quest-giver (and his people) it should negatively affect your reputation with future factions. That example is pretty much how they've described degenerate gaming. A kind of double-dipping on xp, with no consequences. But if a player knew that his/her reputation would take a dive from this sort of behaviour, and potentially mean lost future quests (and xp) then they might think twice about doing it. Degenerate behaviour is really a chaotic evil play style, because you're betraying your employer in effect, or just killing innocent people. If they acknowledged that behaviour as evil, they could let the reputation system handle it, instead of designing ways to prevent it. If you want to play a psycho nutter killing machine, you should be able to, but you also accept the consequences. I.e. don't let moral high ground affect the design of the game, let your moral choices affect your reputation. Easy peasy. PS. I'm an atheist too.
- Ciphers: Inspirations and their mechanics
- Ciphers: Inspirations and their mechanics
-
Ciphers: Inspirations and their mechanics
Psychokinetic Ability Persuade Mechanism - Entice non-magical locks into opening. - Entice non-magical traps into disarming. Psychosensory Ability Detect Trap - Divine traps within close proximity. Maybe the Cipher will always be a certain number of levels behind a maxed-out rogue in this department. Maybe traps/locks are particularly draining, so possibly inefficient during a dungeon crawl.