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Somna

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About Somna

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    (4) Theurgist

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  1. I finally did it with 6 members at level 5. I killed her, but I required advanced strategies, (two fighters on each side, trap placement, luring, pre-slicken, pre-fireball, pro-micro). This just shows the insane gap between classes/builds. I had no burst classes and Aloth with his low MIG and 1 cc spell lol. I really need to get in on the Cipher/Rogue and Adventurer hype train. I didn't want to though. You could always go pick up Grieving Mother in Dyrwood Village.
  2. He's said before at some point that he can't post from his forum account from home. So Formspring is the alternative.
  3. Giving it further thought, durability could actually be useful if it was solely used as a stat for someone's weapon/armor getting attacked in order to break it, and not general wear and tear. You'd have to have a reason WHY to do it -- like being easier to attack -- and it could be used as a counter for high-armor opponents who would otherwise be nearly impossible to damage.
  4. The bottom line on money spending for me is to only spend on what I need to progress further in the game. This is PROBABLY really easy for wizards and their grimoires, but become more problematic with other classes that don't have a permanent part of themselves in the same way that wizards do that is permanently improved by dumping money into it. In addition, "what I need" is going to be determined by how the game gives me items. Now, I think I can reasonably assume that although everyone has varying levels of stinginess, no one likes to feel like they just wasted their money. When you put a unique item on a vendor that happens to be a vastly superior upgrade of something a character is wearing and had to buy or craft, I guarantee the idea of "Why did I waste my time/money getting this instead of saving up for that" will float through the player's head in some degree. That doesn't mean there should never be unique items on a vendor, but it'd be better if a vendor unique item was something non-standard. So given the fact that this is a game where magic is based on the soul, why does it have to be material goods that enchanting is working on? Personally, given the information that's been provided to us so far, I'd think it make more sense if the main, expensive moneysink regarding permanent items opened or changed the options for the character to use his/her soul to cause the desired effects on the items he/she wields and wears, and any gear used simply being conduits for the effect, or even amplifiers for the effect if they are made a certain way. You can then invoke caps on the customization with the justification that you can only play around with your soul like this so much without experience. If you were to take the D&D 3.5/Pathfinder weapon/armor crafting chart to base examples on, instead of spending all that money on enhancing the weapon, you're spending the money on enhancing the character, giving the character the ability to emulate a -- let's say Rimefire from the Frostburn splatbook, so half Fire and half Cold damage, with priority on cold when rounding -- effect on a weapon, choosing between a weaker general effect (say 1d4 with any weapon) or a more specialized, stronger effect (say 1d3+3 with halberds only), with the character's class determining which specialized options were available. Then on the flip side, you can have the equivalent of masterwork equipment created a particular way that resonates with these customized abilities and further amplify it, so someone able to make a weapon become Flaming would get a Flaming Burst effect when wielding a weapon created to amplify that Flaming effect. Since the amplifying weapons wouldn't do anything for anyone who didn't have their soul customized for them, there shouldn't be a reason for the weapon to be any more expensive than the D&D 3.5/Pathfinder Masterwork weapon version compared to a standard weapon, so that the crafting-phobic people don't feel like they're being ripped off if they don't want to craft their equipment. Any unique gear can then be special in that they allow resonance with two or more possible abilities, with some found and others reassembled by crafting and the really nice ones requiring NPC intervention to do things with. And if durability is staying in, I'd fully expect to see an option to sunder equipment on enemies, with possibly an option to sunder the enemy's weapon. Maybe with a damaged weapon or armor, it stops him/her from using a really nasty effect that would cause problems to the party?
  5. i'm not that huge of a fan of the fact that your class is tied to a specific single order, and that you will probably get associated with it even if you don't like it. I think the same for monks... Paladins and monks are not tied to the foundation orders. Have you guys been thinking of a negative type Paladin like the Blackguard from D&D? Project Eternity Paladin has nothing to do with D&D Paladins. The closest analogue for your comparison in Project Eternity is Priest. Otherwise a literal interpretation of your question is asking if they'd put in a Paladin that uses incessant whining to power his/her abilities instead of motivation.
  6. I could see auras that caused or resisted fear on a Project Eternity Paladin. Disease is latching way too much on D&D defined Paladins.
  7. But aren't you simply playing a fighter then? If you don't use the abilities that make the paladin what he is, then you just want a fighter that is called "paladin". Nope. Because both are fighters essentially, but fight differently. Would a offensive paladin build be similar to a fighter? Yes. Is that bad? No. I detest the "One True Build" approach. If one build is so superior, then why give a choice to begin with? I don't think assuming Paladin is a different flavored Fighter here is a good idea. The Project Eternity Paladin's similarity to the Marshal is so much that assuming it's "a fighter essentially" is as misleading as assuming a Rogue is "a fighter essentially." Considering that Paladin will start with that "Zealous Barrage" ability from the beginning, a portion of their combat contribution is always going to come from the bonus to attack and attack speed they grant to allies around them, unless you choose not to use it for some bizarre reason. Given the teamwork theme of the Paladin and the abilities that have been explained so far, an offensive Paladin sounds like it is only concerned with hitting its target to enable bonuses for allies attacking the target. Which you could attribute to any other class that needs a weapon hit to connect.
  8. Another possibility is that all priests start off as priests of the pantheon as a whole. As you gain experience, you may have the option to specialize in a specific deity based on the actions you take while you progress through the game. That does leave the possibility that your actions don't really agree with any of the deities, but if they did agree with a deity, you would gain an option on a level up to become a specialty priest of that specific deity, which would grant additional bonuses contingent on your continued decisions that are in line with that deity's philosophy.
  9. Wait wait clerics can turn into kittens now? He means in terms of how effective they could be.
  10. As blasphemous as it is, they could always have a favor meter for Priests. On the low end of the meter? Your deity granted abilities aren't as effective. At the pinnacle of the meter? Get a boost to your ability effectiveness.
  11. It's easy to assume everyone uses keyboard shortcuts. People who don't are not a minority though. There are plenty of people who use a computer 16 hours a day who don't even understand CTRL - Z.
  12. The proposed question seems flawed to me. Being able to pick up a weapon and swing it around does not necessarily qualify you to "use" the weapon for a build. D&D had weapon proficiency to differentiate between characters who are improvising with the weapon and character that were actually trained in the weapon and could use it to qualify towards feat chains. So the initial statement about wizards being able to "use" a sword makes at least one assumption that isn't necessarily true.
  13. I understand how all that works, and I understand why you'd want that over one with gaps that has stuff displayed behind the non-gaps, that could potentially be the edge of the area, that could potentially require clicking or other direct interaction for transitioning. However, even after re-reading Wench's post, all I'm getting is "See, the problem is, you'd have to effectively make the actual viewable area end along the edge of the UI panes, rather than extending behind them, which is even WORSE, because it wastes even MORE space. In conclusion, this type of UI works in 3D games with adjustable camera angles, but doesn't work in a 2D game like PE." That's why I'm confused. Not because I don't comprehend the benefits of cutting the viewable area off at the edge of the UI, but because Wench seems to be claiming that that IS the problem: that doing that is bad and HAVING to do that is worse. I am befuddled. The point Wench is making is that blindly applying a "minimalist UI is the best option" brush without giving other factors much thought is foolish. IMO, in order for a minimalist UI to work here, auto-hiding the windows instead of making the windows transparent becomes a requirement rather than an option. (I know having to move the dialogue box WILL annoy me.) And I'm pretty sure auto-hiding will carry its own bag of annoyances for some people.
  14. I agree, but that mostly makes sense for full plate mail. That's why I proposed those to be fitted. For chain mail it might make some difference, but not much. And for robes and such, the point is moot. An interesting one would be reinforced leather armor: that should be very stiff and bulky, so a custom fit would improve your agility. And the same goes for exotic variants like splint mail. That's why I said "shave off" and not "completely remove" there -- meaning reduce it by an amount dependent on what kind of armor it is (but it's not totally gone). But something customized to you specifically should always *feel* more comfortable than something that's not, which should translate to effective weight reduction for you.
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