Sacred_Path
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Everything posted by Sacred_Path
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You may not realize it, but you're arguing for more arbitrarity in the game, which seems very odd at best. Anyways, this argument is pretty weak, as the inclusion of killable children is one aspect of verisimilitude that is very easy to achieve. Other things, like a believable economy and its related aspects like architecture are much harder to simulate realistically.
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Because it might give XP? @curry If you were the mayor of a humble town, would you live in a feudal villa? There's no argument about what contributes to someone's immersion and what doesn't other than your subjective preferences. But an argument can be made for children being in the game simply because children are an explanation for the NPC's that are already there. Or do you want to argue against the presence of NPC's in RPG's?
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MCA doesn't age. He just procrastinates.
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Update #64: Developer Q&A with Kaz
Sacred_Path replied to BAdler's topic in Pillars of Eternity: Announcements & News
Everyone put heavy armor on a cleric in AD&D, yes. Won't be that way in P:E though.- 151 replies
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- Kaz
- Kazunori Aruga
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Preferrably nothing that touches the mechanics, unless something is obviously bugged, like a spell that invariably does 10000 points of damage to anything (I'm looking at you Arcanum).
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How many [Rings]?
Sacred_Path replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't wear rings, earrings or necklaces IRL either. But that's probably because they aren't magical. -
Permanent Injuries
Sacred_Path replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Loss of health will result in you being maimed, which will bestow penalties as you described. On the higher difficulties you will be dead, which is, well, a permanent injury in its own right. -
How many [Rings]?
Sacred_Path replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I vote for magical hula hoops. -
The Appeal of Fantasy
Sacred_Path replied to mcmanusaur's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Something like this. I also like castles -
The name has been chosen!
Sacred_Path replied to Jajo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Typical arrogant Elven garbage from Aloth there. -
Update #64: Developer Q&A with Kaz
Sacred_Path replied to BAdler's topic in Pillars of Eternity: Announcements & News
No worries, you're right up there with pictures of a Tim Cain chocolate cake.- 151 replies
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- Kaz
- Kazunori Aruga
- (and 8 more)
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Features concerns so far
Sacred_Path replied to Chilloutman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Sounds like there's more of a focus on strategically building your party and deploying it sensibly than building individual characters and utilizing them well tactically. Which is ok for a 6 person party game and certainly oldschool like IE games. -
No, I got that. But apart from names, many class based systems allow for quite a lot of breadth in that direction. Pickpocketing or whatever it's called now (in D&D) is a skill that you can choose to invest in or not. 'Backstabbing' indeed conjures quite a specific image of a character, but an attack that hits especially hard if your opponent is immobilized like 'sneak attack' goes with a lot of different characters and certainly a swashbuckler IMO. A worse example may be the Bard, as he's always bound to be a musician, much like the Chanter in P:E. But overall, I find that even a system with things like alignment restrictions allows for quite a lot of roleplaying and customization.
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Fulfilment site?
Sacred_Path replied to CrazyPea's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Or if you simply want to know that your order has been received and registered. As has been said already, there are also us PayPal backers. -
The problem might be your looking for someone to exactly fit the template of "cool adventurer dude" which seems really broad I dislike most classless systems because they often only work that way for player characters. NPC's, especially hostiles, still tend to be designed according to archetypes. You rarely stumble upon a party of rogues where the one with silken robes and a lute on his back is actually a brutal offensive fighter and the guy in the heaviest armor is actually a very competent wizard. Even in a class system that's designed around multiclassing like D&D 3E NPC's rarely had a wild assortment of classes, in contrast to the players gaming the hell out of the system.