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ThatGuyMontag

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  1. Rogues tend to be my go-to first plays, just because I hate coming across checks I can't beat. I'd be tempted to go Godlike for a pair of donkey ears so I can show off my lazy use of literary references, though ultimately that's going to depend on the mechanics. Doing a trawl through the combinations though I think I'm actually rather taken with playing a Wild Orlan Barbarian. I know it's playing to stereotype, the Orlans have a hard time about that as is, but I think I like some of the role-play implications. Once all that's done though I'm resurrecting my justice god zealot to show those Nancy-boy Paladins how you're supposed to smite evil.
  2. There's 15 pages of replies, so forgive me if someone's mentioned this already, but isn't the easiest option that it's the character concept that should decide how useful a particular piece of armour is? What this means is that the absolute benefit of a piece of leather or plate armour is determined purely by the way I've built my character and how I've leveled up. The armour just needs to be a new skin and maybe a tweaked set of bonuses so we can still have the thrill of the loot. This means that if you want to make a character who dresses in plate but who dodges like a thief go ahead and build it. Want your leather armor wearing dex fighter to tank, do the same. Players should be given the option to simply pick our concept and play it, and the loot will then fit our character, not the other way round. What's also brilliant about this, is that it means that the lore of an item finally becomes far more important than its stats. Wouldn't it be great not to be penalised for wearing a piece of armour because you like its back story or because you picked it up playing a mid-game class quest? And what an awesome way to promote proper role-play being invited to consider the history of the stuff you're wearing, not just its stats?
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