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Gavinfoxx

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Everything posted by Gavinfoxx

  1. That's true. But if you had become immune against normal weapons in hell, and posessed the big metal unit, things would turn out differently :D But that's just the philosophy I like in games: You don't become all powerful just because you're high-level. You need more than that. As for powerlevels in general: I think classes should be differently powerful for different levels. A mage should be rather weak in the beginning but at high levels a force to be reckoned with. Fighters should be able to wield certain magic, but that shouldn't be something every fighter can. It should depend on your "soullevel", your awakened state, that kind of thing. Apart from that, I think especially at the beginning power should depend on the race. A Godlike fighter could be a challenge to a whole group of "normal" people. The thing is though, this AD&D, 'well, the Wizard is weak for low levels, but then is a god at high levels, the inverse of the fighter' really, really, really breaks down as far as gameplay is concerned. You have, in every situation, some characters that can't really contribute at all to what is going on, which really doesn't work as far as fun gameplay is concerned! There's a reason that people have started to want balance in the sense of equivalent agency, power, and utility between classes of equivalent level; because this is more fun!
  2. One thing I would like... can you have an option for 'realistic' armor and weapons (ie, weapons are not oversized, girl armor looks exactly like guy armor because it is exactly the same armor, and covers people completely), and an option for 'fantasy' armor and weapons -- ie, armor leaves some parts exposed, weapons are oversized fantasy weapons, etc. etc.? Can this be a toggle-able option somewhere? Letting people choose this as far as visual themes go... would be immensely satisfying!
  3. If you look at real world martial arts, especially sword arts, there is actually a lot of stuff that you can get inspiration from! Fighters should be fantastic at interrupts and counters; large amounts of fighting is basically 'learning what to do when an opponent does x'. Also, maneuvers that can hook a shield aside, or bash with the pommel of a sword to make it bashing damage, or thrusting with a normally slashing sword, or grabbing the blade of a sword (half-swording) to make it a close-in armor-piercing weapon... basically, a good fighter should be master of interrupts, counters, and exotic ways of using weapons. I made a 'track' (sort of like a mini-class) for a D20 game, based on German Longsword Fencing, which had abilities like: -parry, make an attack roll to negate a hit -different and not-normal ways of holding your weapon, that actually look different, lowering your amount of reach, but enabling you to pierce armor, and be better at grappling -ripostes / counterattacks, where if you or an ally are attacked by an enemy in your melee range, you can make an attack against them, with bonuses if they missed you -attacks which slowly increase penalties to hit, applied to the enemy -ripostes and counterattacks which are attacks and defenses in one, where you use your weapon to defend yourself against an enemy AND attack them in an interrupt, where other people can't even attack in that situation, and where you become more competent at defending yourself when holding a weapon in general, even without a shield -the ability to, if you miss, pivot your weapon and 'press through', to try and turn a miss into a hit, attacking again -the ability to step aside / displace an attack, moving out of the way as a reaction to a hit, and be less likely to be hit because of it -various forms of advanced disarming techniques, often which cause the enemy to end up disarmed and prone on the ground, and you might be holding their weapon! -make a series of advancing attacks -lunges to make non-reach weapons act like reach weapons, or to improve the amount of space you threaten or otherwise control around you -increases the amount of counters or interrupts you can have in any given period of time
  4. I want levels to be the only arbitrator of power. I want the game to start at something like: 'gritty fantasy / within human limits'. Then transfer to 'heroic fantasy / barely superhuman'. Then to 'wuxia / superheroes'. Then to 'effective godhood'. D&D 3.5e and Pathfinder do this (level 1-6, level 7-12, level 13-16, level 17+, respectively), and I would like to see a similar progression. Maybe not to effective godhood, and maybe there are XP caps at the different chapters which are lifted at major events... but I want to see dramatic growth in capabilities and scope of the sorts of things the characters are doing, and where the problems are. There's a very interesting document that talks about the scope of these changes, for 3.5e and Pathfinder in particular. This mirrors, in some ways, the Heroic/Legendary/Epic tiers of 4e D&D... and I think the ideas are very sound. Anyway, here's the document: http://antioch.snow-fall.com/files/members/Endarire/DnD/Challenging%203.5%20and%20Pathfinder%20Parties%201%2031%2011.doc
  5. Hi there. I just wanted to open up a thread where people could have a discussion of, 'What are some D&D-like pen and paper roleplaying games, which are not AD&D / D&D 3.5e or Pathfinder / 4e / D&D Next, that you very strongly want the developers to look at to take ideas and inspiration from'. To me, there is one particular game that I strongly, strongly want the developers to become familiar with, and to take ideas from. To me, it takes the best parts of 3.5e, 4e, and several other gaming systems, and puts them in one game. It evokes D&D, without the flaws of several of the different editions. This game is Ruelofcool's Legend, and if I could encourage the Project Eternity developers to understand one aspect of this, it would be the vertical 'track' system for multiclassing. Basicaly, you can swap out 1/3rd of the Rogue-equivalent for 1/3rd of the Barbarian-equivalent, and the game works like that. Second to that would be the use of levels as the ultimate arbitrator of how powerful something is. Third would be... well, read the skill system. Read what it is capable of, and at what levels; in order to have skill based characters be functionally equivalent to magic-based characters who are able to arbitrarily rewrite the rules of reality... well, just take a look at what the skills can do. Further, this game is free, so it will only take time to look it up: http://www.ruleofcool.com/ http://www.ruleofcool.com/get-the-game/ https://s3.amazonaws.com/det_1/Legend.pdf Now, in order to make this an actual discussion, I would like to open up the topic to what other pen and paper roleplaying games which are not exactly D&D or WotC or affiliates, that still evoke D&D, would you like to show the designers, in the hopes that they understand one (or more) aspect of the mechanics of that game... and what aspect of those mechanics would you like them to grok, and why?
  6. What I don't want? Randomized Loot Randomness in Character Creation (no rolling! Point buy, please point buy! Or just assign scores from an array, but NOT RANDOM!) No Control or methods of customizing the build of NPCs (I want at least a bit of control over their advancement!) Randomness in advancement, ie amount of hit points per level
  7. If you are thinking about sound for videogames, than I would strongly suggest going to the places where people heavily geek out about sound in video games. There are even discussions regarding that 'what are some games with the best sound, period', like was asked earlier. Here are three links that I believe are relevant to the discussion of audio in games: http://www.head-fi.org/t/593050/the-nameless-guide-to-pc-gaming-audio-with-binaural-headphone-surround-sound http://www.head-fi.org/t/534479/mad-lust-envys-headphone-gaming-guide-updated-1-11-13-astro-mixamp-2013-added And a third link which seemed to be talking about the actual question of what made good or bad gaming audio: http://www.head-fi.org/t/633327/games-with-best-sound-design-music-and-sound-effects
  8. Why not have tiers of economy? Just have particular points in the game where you are given essentially infinite money for buying certain categories of things? Take this page (it didn't originally come from dandwiki, it came from a frank and k tome): http://www.dandwiki.com/wiki/Dungeonomicon_%28DnD_Other%29/Economicon It's specifically made for D&D 3.5e, but the point is valid; after a certain level or achievement, your 'earliest' currency goes from a particular number to 'infinite', with the actual infinity symbol or something, so you can simply stop collecting things that cost that currency... and some types of items can't be bought -- or sold -- with or for that currency at all!
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