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Maltry

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About Maltry

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  1. In regards to companions. I prefer the feeling that those traveling with my character have a life outside of that. A history and goals that exist independent of you, and that you can then help *them* with. Helping a companion sort out their own moral path, or accomplish their goals, is always what makes me most invested in them.
  2. Amusingly the Cullers are intended more as a villain or 'evil' organization for the standard protagonist to oppose. They're power-hungry sociopaths who believe in killing anyone who shows weakness. They're widespread only in the sense of covering a very large area, there just wouldn't be that many of them because if their activities became widely known they'd be among the most hated organizations around. Just because they believe they are doing society a favor doesn't actually mean that they are. And just because they hold to a code doesn't really make them awesome or virtuous. As far as
  3. The Cullers Most often druids, but any person who acknwledges the natural order and survival of the fittest can become a Culler. Well perhaps not any person, as the cullers beleive that the most important factor in the long-term health and survival of a population is not strength of arms, but strength of spirit. Members of this sect strive continuously to improve the societies they live in. By day they try to promote order and cooperation among their people; organizing local militias, working to create a stroger sense of community, and teaching their fellows skills for survival. By nig
  4. This looks like a fun game Those with broken or fractures souls are not capable of the great feats that those with strong souls or whole souls are. Their spriits are weak, their goals and drives more limited that those with the strength to seek out great destinies. But, some few discovered the secret power in having a sundered soul. When groups of these people come together they are able to each offer a small portion of their soul's strength (little as that may be individually) to the working of ritual magic. Drawn together by a charismatic leader, more and more of those with fractured
  5. Personally I would love to see pets with some personality and interaction, but from the perspective of developing the personalities of your own pets it seems relatively unlikely. If the player has any significant choice in the nature of their pets, even what species they are, that makes a large number of potential reactions to any given situation. So, either they would need to limit the scope of the pets that you can choose to something very small, or make the personality of your pets very generic. Clearly this applies only to the character's own class-related pets, companion pets or storyl
  6. Yeah, the 'settings and entire worlds that players have never set foot in' is something I'm extremely familiar with. I used to have a folder, then it became two folders, then it was a box... you see where this is going. The funny thing is, I did this not only for settings, but character's in the few instances where I actually have a chance to play instead of running games. No worlds obviously, but grandiose plans and goals that could literally take years of real-world time (depending on game frequency). What I finally decided was that I boil down the concepts I want to run through, base wha
  7. Druids are always my first choice if there's shapeshifting involved. First, obviously, because I like shapeshifting. Second, because they often get portrayed as outsiders in many settings, and that sort of social distance makes a first play-through feel more appropriate to me. My character doesn't know anymore about mainstream society than I the player do. (A gross generalization that relies on playing to stereotype I know) If shapeshifting is not involved... any class that ends up being presented as largely isolated. Almost any of them have that possibility, but I'd probably favor ba
  8. I guess I'll go in order of your arguments here Hormalakh. 1. You are still referencing two separate concepts as I mentioned before, and if we are indeed talking about game design theory your argument is internally inconsistent. I don't think anyone here is arguing that people shouldn't have a tutorial and then be able to access and expand on that knowledge to operate within the game. If done correctly that is the essence of keeping players informed and engaged. But you then go on to say that once people are informed of the basic concepts they should then be deprived of the knowledge
  9. Just a couple of thoughts to chip in here. The first is that while good tutorials, setup, and a grasp of the basics are all very excellet things, the OP begins by invalidating Sawyer's point. I'm not a developer (except for a couple of home-grown table-top systems more for fun than general consumption), but I have been testing games for a couple/few years and I've supervised groups of testers. The basic reality is, even if people understand the system just fine (or extremely well through massive variant repitition) things can and will slip past. It's happened to me, happened to my testers,
  10. I'll put my personal vote behind including both aspects of crafting in the game. Creating mundane or relatively commonplace items allows you to invest points in a skill that can save you money, and frustration from inability to find what you want or need for your characters. If you can craft and modify relatively simple items from relatively common materials, that's some good utility potentially worth investing points in. If you want to craft a sword of legendary power, you should have to obtain legendary ingredients, thus making your forging of a new weapon a potential quest in and of itse
  11. I think it might be worth noting that as general as any class in PE might have the potential to be, in character development there should (and we can assume will be) a balance within each individual class. Especially in party based games that tradeoff is usually intended to be between damage, mitigation, healing, and utility. Now, this doesn't always pan out in practice, but if we look at it from that perspective making classes more well rounded is no less balanced that making them focused. Each individual character will still need to choose how much they focus on any one area. In the exam
  12. It honestly sounds to me as though the intention for the reputation-stlye system is not to invalidate the idea of converstation checks, but rather to increase the reactivity and and complex nature of these interactions. If you possess a diplomacy skill in a tabletop game, only a GM's influence states that your character must actually be diplomatic in order to use it. By making the system reactive to a character's actions and choices in the game requires that the character put their money where their mouth is. You can't be diplomatic if you've never been diplomatic in your life, and if you c
  13. I am also all for a world that reacts to your character's background and appearance. In PE we already know that they are implementing social stigmas such as racial and class tensions. Hopefully we well see some of the effects of that applied to our own characters as well as the backstory. In addition it seems likely that group reputations can, and quite likely will, fill the social role of a perceived morality. I wouldn't mind seeing some npc reaction to character appearance in terms of gear, which seems like it would be a relatively simple system to implement. Beyond that however, I pers
  14. Since it has been heavily implied that we cannot know for sure the role of souls or gods in the setting (or at least the general populace must rely on unsubstantiated beliefs), religions that play on that uncertainty would seem to fit very well. The Maze of Dusk, also known as the Shadow Path, is a deity shrouded in uncertainty. Normally only encountered as a place rather than any, more anthropomorphic, form, the few times it or an avatar of it does appear in humanoid form that shape is a reflection of the deepest desires of the observer. Always shrouded in shadow or mist, with a dream
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