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Sacred_Path

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Posts posted by Sacred_Path

  1. I think it's been stated that companions are more or less one per class, so the only way to go about a five chanter or paladin party would be through the adventurer's hall. Sharing a character class with one shouldn't be a redundant exercise or really prohibit their part in the narrative due to game mechanics and that's really an issue that needs to be addressed. Where companions of similar class really open up hooks and dialogue, there's more often than not a real, screaming in your face gameplay reason not to bring them along. I think that's an important issue, whether or not a five cleric godsquad of undying care of the adventurer's hall have their abilities stack is less pressing.

     

    The adventurer's hall and possible party compositions is what will keep the replay value up. I personally don't worry about wether another character could take precedent over mine in the narrative, but that should be easy to avoid anyway. In all likelihood, there will be something about the main character that makes him so shpeshul he will certainly stand out, narrative-wise.

  2. Buffs - My main problem here is the time spent applying buffs on a regular basis after rest/before battle/before conversation/pick you system. Can we have some buff-dedicated slots that would refresh automatically as long as I have the spell memorized? I had an idea that would work in BG - Imagine sacrificing one spell slot to have one spell permanently(within limits) activated. I would gladly sacrifice a LVL1 and LVL2 slots, to have for example Shield and Blur always active.

     

    I'd much rather they limit/ eliminate rest spamming. In that case you don't want to cast all your buffs right away all the time.

  3. I hope that in PE, every additional party member can add something useful to the party. Don't make too many class abilities non-stackable; it should make a difference if you have one, two or three bards or paladins in the party, rather than profiting from only one of them at a time. If that means making these class abilities more offensive rather than defensive/ passive, so be it.

     

    Of course this also has some overlap with the skills issue, like having different conversationalists/ scouts etc.

  4. I'm all for encounters that your party has no realistic chance to win. One thing I fondly remember is killing the battlemages and their guards in Realms of Arkania 2, it was supposed to be impossible but you could do it with lots of potions and poisons. They were supposed to take a certain object of yours but if you managed to kill them you'd eventually end up with two of them.

     

    A bad example is killing the dragon on the starting island in MM7, it was tedious to do but possible and made it possible to gain artifacs that you shouldn't have at that point in the game. No uber loot for nigh-impossible encounters, it only makes it mandatory for experienced players to save-scum their way through.

  5. considering actual ancient religions, the answer would be NO.

    "humans tend to see the world through the veil of their own mortality" (dwarf king, Arcanum), and the fear of death is what drives them to seek wealth and power, things that they illude themselves will offer them longevity and happiness. so even those who worship good gods tend to be as evil as those who worship evil gods, and since evil gods have nothing to fear, they are evil for their amusement, while their worshipers are more evil that what the god could ever be, trying to be as close to their god as they think they can, to forget their mortality.

    read it carefully cause it looks more complicatef than it is

     

    Are there DnD lore precedents for evil gods punishing/ tormenting loyal and succesful followers when you'd expect them to reward them? Are there deductible reasons for this?

  6. I disliked how in cities in BG, it all came down to "you enter a city. You are now obliged to go into all houses that can be entered, to pickpocket NPCs and steal from ther chests". Give us either more options or more restrictions.

     

    Though I feel the same "obligation" I am sure that this is nothing but an option. You can do the game quite easily wihtout stealing from every house in all cities.

     

    Of course you could do without, but the cities were clearly designed with this in mind. It was lazy and I took offense to that.

     

    Now, if breaking and entering was made into a mini-game, with guards, guard dogs, and actual sneaking from shadow to shadow, it could be tolerated (if there are fewer and more valuable targets).

  7. There is no alignment metre in PE, which has nothing to do with good/evil quests or paths.

     

    It just means you won't have an alignment metre telling you if you've good or bad.

     

    I can't remember the source, but I'm sure I've read there is no alignment, not just no alignment metre. If they took out alignment, I am expecting they'll also have no cheesy black/white mentality in regards to the story, or else you can just leave alignment in.

     

    At most I think there will be some kind of karma. ThaIt also with some certainty means there are no swords that can only be held by evil people, no "destroy the world" ending, and your paladin won't change into a sack of potatoes because he said the wrong thing or murdered a kitten.

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