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Sacred_Path

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Everything posted by Sacred_Path

  1. I'd love it if this was only possible between ciphers. Anything that encourages exotic party setups (like several ciphers) is good. O herro 6 cipher party with ultra-powerful willpower attacks who all fall unconscious together
  2. There are just so many moments in a game with friendly fire where you'll pick Haste over Fireball, not to mention Lightning Bolt. So yeah I think they could do better than vanilla DnD.
  3. On a similar note, will we find ourselves running away from combat to replenish those 'per encounter' abilities?
  4. It's based on IE games. They said so on Day One. I doubt there will be clowns with deadly fruit-launching abilities or psionic pastry-chefs who can bend space and pastry. But it's an original IP. Reason enough to be more creative, esp. since they want to establish this setting for sequels. None of those 3 examples makes so much conceptual sense that it'd need to be in there. Why can druids change into bugbears at will? ****s and giggles, probably. That said it's ok they chose abilities of which they know how they work out, balance wise.
  5. Oh boy, ranger animal companions/ shapeshifting druids/ sprinting barbarians. I hope there are more unique things coming up.
  6. "At 4m we'll make a conscious effort to weed out bugs" would have been a cool stretch goal, Obs
  7. But do games work without suspension of disbelief (= aren't they better if they manage it)?
  8. If you're able to simulate every nuance of a real situation, throw out the dice; i.e. one disadvantaged position throughout history was fighting with the sun in your eyes. So unless you have a 3rd person RPG with lighting that is realistic in this regard, you'd better stick to the dice.
  9. It would be great if the changes you make to the world carried over to any sequels (like the geographical changes in Ultima). The aspect of souls offers so many possibilities there.
  10. True, though I think, if they really want to take the time to flesh out those two cities, I think they shouldn't include any villages and small towns anyway. Nothing larger than, say, a merchant camp.
  11. Well, a lot of people asked for the same in the various "two cities" threads. Still I suspect it'd take a crapton of ressources to make two Athkatlas that stay relevant throughout the game. Much more so if they're supposed to change graphically/ mechanically with your choices. That also makes me think about how much cooler this game has become with all the stretch goals.
  12. I never felt discouraged from combat in VtM:B. But then if I build a character for combat, I'm generally expecting combat to be my primary means of conflict resolution - whether the game is giving me XP for every kill or not. Pretty much this. Let's assume that stealth in P:E takes some specialization. I think that after the first playthrough, you'd like to try something else. Same goes for combat of course. So even if they don't achieve some mythical perfect balance, there should be enough incentives for playing the game with different approaches.
  13. Josh's answer to why there's now a 'miss' mechanic planned for the game: Therefore, I wouldn't discount forum discussion completely, o Voice of Reason. And it certainly beats discussing things that we don't even know about yet ('Feat X should absolutely be in the game!' - 'O noes! It would be overpowered compared to feat Y I'd like to see!')
  14. Just wondering, what was the rationale behind including full misses now? 'Realism'? Does it make a significant difference if you escape that fractional damage every now and then, rather than the full damage like in DnD? Still, will "dodge tanks" have a hard time (except monks)? God I hope so
  15. But this infighting is productive at times. If you're introducing new concepts in a game declared as old-school, resistance is to be expected. no cake?
  16. Virgil for his reactivity, like your ability to drag him down into damnation with you. Viconia because she had more "flavour" in her dialogue than other BG companions, giving you the idea she really came from a different cultural background. Sulik, because he was a solid comic relief brute. Having any companion recklessly charge machine gun wielding enemies is fun, (almost) regardless of the outcome. Morte, for obvious reasons. It would be fun to have a companion who's just as unfazed as Morte, despite having more to lose (like a body). Despite never having been a companion, Oswald Fiddlebender. And no, I don't think Oswald as a companion would basically be Jan Jansen.
  17. In fact, no (should I be glad y/n) How so? Also, I wasn't talking about loot randomization (not major loot anyway), that's a whole different topic. Well, yes. But even that is a staple. In the year 2000, Icewind Dale gave us different kinds of skeletons, a Yeti Chief etc.
  18. What you're asking for is a no-brainer and guaranteed to be in the game. In 2013, if you're including a race of bipedal, amphibious monsters, they're not all going to be of the variety that wields axes, lacks ranged weapons, casts no spells, attacks mindlessly and has exactly 30 hitpoints. There's bound to be at least the usual shaman and a variety that's even bigger and badder and maybe even a lizard chieftain. That was true in the year 2000 AD, and it's even more true now. However, adding randomization to the mix is the only way to ensure that even a veteran player can't contemplate exact strategies without ever even seeing his enemies. No more boring meta-gamey picking of spells at the start of the game knowing "this is the spell I'll use to pwn the monster on level 3, room 2, second coffin from the right in the Temple of Doom". All randomization within limits of course, but even though I always advocate for the game to be well playable in Ironman mode I could live with the fact that randomization of enemies in a horde had an influence on my party's demise. It's still preferrable over the lack of excitement of knowing every enemy in the game like the back of your hand. Then there are people who think randomization is of the devil and must be cleansed with fire, of course.
  19. I would have liked some randomization in monster stats. It's good if you know "trolls are susceptible to fire", but it's immersion breaking to know "it'll take 2-3 flamestrikes max to take out those 5 trolls". That's also the only scenario in which a "mythology", "monster lore" etc. skill makes sense (on subsequent playthroughs).
  20. pray tell us good friar, what's your position on murder hobos?
  21. The obvious and unnecessary flame-baiting aside, I think games like the IE games can offer what MMO's usually don't, and that's a small group of people/ close friends experiencing an epic story together. So count me in on the side of those who'd support some kind of MP. Slightly missed the topic of this thread though
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