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About Mikaw

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  1. Actually, rpg like you describe here is the best definition of "paper" rpg, but it can't be applied to video games, for several reasons. As you say roleplaying is best defined by conversation. But the conversation itself require an intelligent being to interact with the player, and though I do not doubt the intelligence of video games writers, they do not interact directly with the player, everything is scripted and it result in limited outcomes for every situation which are already decided. They're no room for improvisation and a situation unexpected by the writer will never be handled as a
  2. Death spells are great in my opinion. Really. I don't mean I want them spammed at every encounters, but they really add something, that element of danger which makes you want to investigate more before you enter a dungeon, and more carefully when you're in it. Instant kill spells can be devastating, but they must be easily countered. In BG2, a simple protection from death allowed me to avoid the problem of death spells. And past a certain level the protection from death was as necessary as were other pieces of equipment. Just be prepared. But I would have liked even more a system where you can
  3. As you say, "disconnect" implies that a connection has been established between the spell and its target. If this connection doesn't exist you can actually "dodge" by walking out of the spell's path. And I agree with the fact that dodging a spell shouldn't be different from dodging a physical projectile of melee attack. In a game like Baldur's Gate, there's no action to dodge : the attack hit or not, that's all, melee or ranged. It shouldn't be different for magic. If you you want to avoid being hit by movement, so as for melee or ranged attack, just stay out of range or have a cover. Beside
  4. Clearly no. It's like having 2 protections against spells ( saving throw + dodge) making them more less efficient in the game. Would you like physical attacks to require 2 rolls? One to overcome dodge ability and a second to overcome armor? A feat like "spell-dodge" should only add a bonus on saving throw if we're talking about a d&d based system.
  5. BG system is a good one I think but to avoid "rest spam" there should be something like a fatigue gauge which prevent you from rest if your party members are not ired enough. It doesn't make sense to sleep every 20mn to progress. But characters should be able to partially regain some resources (stamina for example) using a short rest. The healing surge system of D&D4 is pretty good for this I think but maybe it heals a bit too much.
  6. Critical hits should go straight to HP, without multiplier. In addition to that, I think that damages applied to hp should be localized (randomly?) and have particular effects depending on the body part : movement penalty for legs, attack penalty for arms for examples... Those kind of injuries heals very slowly. I take exemples based on D&D 3.5 to illutrate this : a character can have an amount of HP equal to his constitution and vitality/stamina based on his class level. In a system like this HP value won't increase or very slowly and will be a pretty low value during all the game. As you
  7. What you say about weapons is very interesting and without going so far in the "realism" I think it's important ton consider offensive AND defensive properties of a weapon. About armors, they are passive, indeed, but they're still a part of your equipment which define your character : light :swift and agile; heavy :more predictable moves but difficult to damage; medium :the more impredictable I would say but if the game is well balanced every armor should allow a viable an interesting build and (for me at least) this choice is almost as interesting as the choice of a weapon. But at last I
  8. I get your point and sorry if my ideas are so badly expressed here, but I'l make an effort to improve my english. I remember my first power armor in fallout 2 and as you say "hell yeah" But honestly, the armor you equip in fallout was not a real choice. It's a good example to illustrate what I mean. In fallout there's one ultimate armor. And in the end of the game no one wear another armor than this one. I'm not saying that I hadn't fun playing fallout or I didn't feel the new armor as a reward, but ultimately I didn't choose armor because it granted me specific advanage compared to another
  9. I agree with timw03878 even if I'm not that categoric. I'd like to have a system where you'd really try to avoid death and have a minimum wound. If every party member just wake up at the end of the fight without having to be healed I think it would be lame. For example think about the last fight in throne of baal. You had 3 or 4 fight in a row to defeat the final boss if I remember. That fight would have been so pointless if every "dead/unconscious" just woke up between each fight. And that's without mentioning that it wouldn't make any sense. having to manage my healing spells and potions t
  10. Well I voted "no" only because they're was no option saying " I'd support it, but I really prefer realtime with active pause"
  11. And again... What you're saying works only if every options are balanced. Why would I consider grappling or other combat option if I have much more chance to One shot every character facing me with ONE build unless they choose the same build as me. They're something you don't understand with the "BY FAR" thing. It makes all the other options you talking about useless. Then as you seems to focus on the plate. Why creating other armor if everyone will equip the plate anyway. Every other armor will just be a transition until the character get the so-unavoidable-plate-which-is-the-best-option
  12. mmmh... Maybe because a critical hit would be an attack so well placed that it ignores armor? like hitting between armor joints? Or because the blow is so powerful it passes through armor, piercing or slashing through it so the body is hit directly and damages or not lessened.
  13. A very slow increase would be my choice. Like in d&d 3.5, +1 every four level is quite good I think At least it was good for this system, but I'd like to see something similar in PE.
  14. I was just highlighting the fact that if some options are made "so better than others" there's no point to take the "others" and it will result in identical characters. It's not just the plate armor, it's the reasoning leading to sentences like "Seriously. Plate is the best armor one can have. Period. It should be the best armor in the game BY FAR. Period." that make the various "other" options abandoned because they're not interesting compared to the "better(only viable?)" option. I totally agree with the fact that wearing full plate isn't enough to make clone of two characters. But if I wea
  15. I don't really care about the realism about the game so I won't speak about real wounds and real healing here, but only the game mechanics I'd like to see in PE. Like many, I prefer a system where health and vitality/stamina are 2 different resources. The first measuring the actual integrity of the character's body, the second, his capacity to turn a severe blow to a scratch or absorb a dangerous hit in a way they won't really damage his body, but it still hurt and the character will have to rest to recover from vitality loss. Health loss should have more impact and should take much more tim
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