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TRX850

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Everything posted by TRX850

  1. I remember that Cursed Berserking Sword. It was fun for a while, until Dynaheir or someone got whacked, but I get what you mean. And the rage-and-reload thing is a very real problem, as mentioned, which usually means a design flaw, despite its initial creativity.
  2. I don't get why 2 or 3 friends can't play an IE style game together, each controlling 2 or 3 characters in the same party. I've seen a Let's Play series, or part of one, where they did it for IWD1. Bit of a kerfuffle to get the network/IP setup, but yeah, I don't see what the fuss is. Maybe the term "Multiplayer" is the problem? People think MMO or teams or deathmatch or something? Having one other co-player would be a blast. Have them play 3 of the 6 characters and see how it goes.
  3. We need some examples of "useful" cursed items then. Items with a trade-off, where the perk benefits a class or play style, and the penalty might not matter so much. That's one type of cursed item. I still think the odd cursed item, with timer delay, that is a bit nasty, but allows you to mini-quest for the cure, should be an option too. Pantaloons of Eternal Crotch Rot? Nooooooo!
  4. Now we're talking! I've been studying filmmaking for a while now, and sound design is one of those tricky, but oh so rewarding elements to any media production. The swish-fest in BG1 is half the reason we need new sound design relating to all these glancing blows and sliding-scale hits now. Would it be too much to have colour-coded damage numbers appear above the head of the person wounded, a la NWN style?
  5. Did you ever see the film "Mazes and Monsters" (1982) with a very young looking Tom Hanks as a roleplay-addicted college teen? Not a great IMDB score by any means, but it came about from all the negative press D&D received around that time. It's a crying shame there was so much misunderstanding back then. I'm just grateful it was able to withstand the test of time.
  6. The aspect I like is having the type of weapon or armour being randomly chosen by the game engine. You might sift through the aftermath of your vanquished foes, and grab a few weapons, including a +1 longsword, which turns out to be cursed 20 minutes later. But on the next playthrough, there's no sign of that cursed longsword +1 at that location. But you did find an interesting halberd in the adjacent area, dropped by a gnoll chieftain. Alas, it turned out to be cursed. But I think they could also randomly determine the type of curse, and how severe it is, just to keep it totally random with each playthrough. I think it would make it more interesting by *not knowing* what you're gonna get each playthrough. I'm liking all your ideas too guys. Keep them coming.
  7. There is a case to be made for a separate skill, which reflects your ability to identify and bestow enchantments. It would make more sense to connect your ability to identify magical weapons to your ability to craft them, for example, than to a catchall "Lore." Maybe a master in Lore could identify an en-runed axe as The Valkyrie's Kiss, forged by Fane the Dwarf, forgemaster in Gubenheim, for the berserker Hrothfjellir Skullgrimsson to aid in his quest to slay Fastolf the Frost Dragon... but you'd need an enchantment master to divine that it provides frost resistance (30), +2 damage (+5 with armor penetration +10 against dragons). I was thinking about this too. The problem in earlier games was the disproportionate number of skills per class, and their skill point allocation per level. If there was a rule of thumb that said if your class has access to 10 different skills on level up, you get maybe 5 or 6 skill points? Plus whatever ability bonus. Not sure if that's too high or low. I'm assuming the Chanter is an evolution of the Bard, but we haven't seen any details yet. Maybe they have an item lore bonus via their oral history skills?
  8. Bonus points for 2001: A Space Odyssey reference. Love your Avatar too btw. Another of my fave Sci-Fi films. Keep meaning to mention that. I was thinking that this sounds a bit like an Intelligent Weapon crossover possibly? But yes, I do like the idea of useful vs devious vs dual-personality weapons and items. Edit: The main point was to eliminate the curse-and-reload moment from the equation by having a timer on the initial effect. You might still curse once you realise you've saved the cursed item in your last 2 or 3 saves, but at least it's not a traditional cursed weapon that severely penalizes combat or magic or social skills.
  9. It brings me to a related point: Does the Identify spell undermine the Lore skill? Will there even be a Lore skill in P:E? If so, how will it be used? If a Lore check was used for things other than learning item lore, what would they be?
  10. That's not a bad idea. You'd be stuck with it though. Unable to unequip the weapon/item, possibly for a long time.
  11. I WANT A WALL OF NUMBERS. Cos I'd like to see how combat works.
  12. Well, I did consider the types of curses that might be appropriate, but ultimately it came down to considering a gamer's psyche, and that 95% of the time, even a veteran roleplayer will probably reload if they suspect it's going to take ages to cure. It's one of the reasons why so many walkthroughs and item lists rage about cursed items. Either they were too heavily biased in one area, like bastard swords in IWD2 (I think?) or just too easy to cure. I think the timer element is a good start at least. Sort of a ticking timebomb.
  13. Aha. I see your suggestion was on page 17. Good stuff. These threads tend to take off quickly once Josh makes an update. Don't always notice new suggestions among the general chit-chat.
  14. Yes, it needs to be something labelled as game-specific. It could make for some memorable role-playing moments though. While brokering a peace deal between warring nations, the King's personal aide-de-camp, Cuthbert of Winchester, was suddenly overcome by a rising sensation, and was overheard bellowing "Blow it out your ass! Aumauan scum!" Thus marking the end of The Iroccian Age, and the beginning of Project Eternity.
  15. Ever equipped a cursed item, then sworn and reloaded? I have. Here's a new twist to consider though. Instead of curse effects that are annoying and potentially game breaking, what if they were mostly just embarrassing? - Gender reversal - Tourette-like Syndrome - Minor Stinking Cloud that follows you around. Affects NPCs/Plot Characters and Negotiations. But here's the kicker. What if the curse doesn't take effect until X amount of time has elapsed? So you genuinely don't know it's cursed and have maybe stored it in your last save? It would mean that spells like Identify and Remove Curse might have to be altered to allow a success rate that scaled with caster level instead of the blanket 100%. Identify could still reveal magical properties, but not necessarily curse properties, unless your caster level beat the curse level. AND What if the curse was dynamically calculated so that no two games had the same cursed items in the same locations? So walkthroughs wouldn't spoil the "fun" in advance. AND What if in rare cases, you had to perform a small quest and/or ritual to remove the curse, instead of casting Remove Curse or paying at a temple? - 3 x skeleton knuckles and a quartz crystal, combine with a squirrels heart, and eat. - Mix fairy dust with a potion of antidote, and drink. That kind of thing. And you gain a little XP for removing the curse. It would add a little flavour and a new twist to a previous game element that was mostly pointless, because of the swear-and-reload option. (Or curse-and-reload option! <-- See what I did there? ) Thoughts?
  16. How long before someone posts "I am a wizard (a real one) and...." ????
  17. I was totally unexpecting such a unique request angle from the OP. Points for you, sir! I don't know if anyone but the devs can answer your question for sure, but I would imagine you'd find certain objectives very difficult (which is possibly an understatement) but not entirely impossible. As I read your second sentence, I thought you were going to suggest ways to improve the Monk class in the game. By all means, feel free to contribute in that area too.
  18. Honestly, compared to some of the game forums I've been on (like DayZ for example -- *that's* a tough crowd) this is the most knowledgeable, entertaining, witty, sarcastic-in-a-good-way, and downright chummy group of people I've had the pleasure of acquainting myself with in a long, l - o - n - g time. There's the odd tantrum here and there, but like most families who have disagreements, they put it behind them and move on. Now....back to work! All of you!
  19. I like the idea of a Shield Bash talent. The "Sword and Shield" fighting style in BG2 could have done with something like this. How would it be triggered though? - An enemy rolls a critical miss against you? - You enter a defensive mode, and automatically roll to shield bash an enemy after they complete their full attack? - You auto-roll to shield bash an enemy that attempts to flank you on your shield (off hand) side? That last point could come in handy when enemies attempt to run past you to your spellcasters/archers.
  20. How about the occasional Berserker Zombie or Skeleton? Identified by the fact they both move faster than their regular cousins, but instead of ranged or melee attacks, their function is to detonate near you? Maybe a close burst of cold-fire or electro-acid (reminds me of this party once...) or at higher levels, Fireball or Skull Trap? Actually Fireball would be more like Sunfire (i.e. centred on the individual).
  21. Maybe traps only glow if their DC is equal to or lower than the spellcaster's current power equivalent? Otherwise, yeah, it'd undermine the search ability pretty fast and/or rogues to some extent.
  22. Has anyone suggested the idea of a "Super-Crit" ? Meaning two critical hits in a row, and on the second one, the damage range is increased? I'm fine with the way it is, but just floating the idea. I remember in NWN2 I had a Rapier Weapon Master with a load of feats that dropped my critical range down to something like 13-20 or something ridiculous, so I was crit'ing all the time. The thing is though, anything you can dish out to your enemies, they should be able to dish out to you.
  23. That's what I was imagining. Just a brief glow that showed where potential enemies (you don't really know if they're enemies yet) are located, and where traps are located. You'd still have to flyover the map a little to check every corner of the area, but you'd have the information the divination provided, and then the effect would dissipate after a minute or so. Or even less time. 30 seconds? I suppose you could still pause and take your time, but then, you can do that anyway, so no biggie really.
  24. Maybe traps and enemies within the fog of war glow brightly for a minute? Enemies wouldn't react to the divination, and would allow you to plan your next strategy without alerting them. Sort of a "Night Vision" effect within the fog of war? Btw: I'm not sure if "fog of war" is the correct terminology here, but I've seen it used before, meaning the black, unexplored portion of an area. Edit: And yes, revealing numerical information and/or lore about items and creatures could be an option. Edit: Actually, "Night Vision" isn't correct either. More like "Thermal Vision" that affected everything, even the cold undead.
  25. I remember casting "Contact Other Plane" Wizard 5 (Div) outside the entrance to the Severed Hand in IWD1 many years ago, and while I can't remember exactly what it did, I still have a warm fuzzy feeling that it provided something extremely useful at the time, and was left wondering why I hadn't used it more often.
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