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FeloniusMonk

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About FeloniusMonk

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  • Location
    Pomona, Ca
  • Interests
    Bicycling, Outdoorsmanning, Writing, and Post-war Black Comedies set in the Mid-Western United States; sometimes set in the future but never written after circa 1989.
  1. Don't think that's a real problem, I'd like to say 80% of companions are the same person as when you met them well in to the sequels and beyond. The other 20% are either love interests which do sometimes make a 180, or the "You're right I shouldn't want to kill that guy so bad. I won't think about killing them anymore, Thanks," types. But on tropes; Can't think of anything that bothers me too much with the exception of having found some sort of Skinner/Buffallo Bill/Silence of the Lambs type of dude in three different games already. While I do a appreciate the horror sidestory, I'd like to see something different than a rash of recent murders leads you to some creepy house on the docks where someone is trying to creepily necromancy there "love" back or making a tavern wench jump suit. And I'm really excited Obsidian is giving the inventory it's all, the bag of holding was good, but just not right.
  2. I was going to try to do the whole 5, but I really would only want to to take these 3 for banter: 1. Minsc- Loves animals, generally out to do good, funniest guy in the room. 2. Morrigan- Entertainingly sardonic, wierd mommy issues leading to questionable world view, "I like you, but don't get too close--I turn into a spider" complex= The closest realistic love interest yet. 3.Carth Onasi- Knows what he is, good perspective
  3. You're right, something like "Courage" would overlap with what we've seen of the Paladin's special abilities. I suppose the other two can be tweaked to just reflect something else besides "Rage," giving the people the option to play a Barbarian with a slight tactical and roleplaying twist. Ideally all those abilities would be contingent with the Sprint ability. Perhaps focusing on a different bonus aspects besides strength and stamina would make things a little more interesting.
  4. I've always considered the Barbarian as the Alternative Warrior to the polished discipline of the Fighter. Whereas the Fighter relies on training, tactics, and a precise honing of a particular skill set, the Barbarian represents resourcefulness through raw experience, strength and versatility through emotion, and unorthodox strategies as a result of limiting circumstances. I don't find an issue with someone using a Barbarian in "Here's a 20lb Battleaxe, turn your rage lights on, and cut someone's torso in two," mode. That's one form of Barbarian, and people can decide which form they play. Also I don't find issue with the word "Barbarian," not only because it's a classic, but because it's become one of those catch all terms for a particular style of play. The original poster mentioned that the Barbarian should get an intelligence bonus because the cultures from which the Barbarian class was derived exhibited a great amount of ingenuity and intelligence. While this is true, doesn't necessarily mean that every memeber of this culture was multi-lingual, and an outdoors scientist. On the contrary, the majority of people, like in Western culture were most likely extremely ignorant. That said, the Barbarian should have a little more available in the brains department to reflect a trade or whatever contribution they made in their society. But opening up some of the Barbarian's defining ability up to player intepretation might help expand the perspective people have of what makes a Barbarian, for example the Emotion Based "Rage" ability should be slightly tweaked to invite diversity: Per encounter Emotion-based Ability: Choose one of three at Character Creation Rage-Once per encounter, Activated mode You have learned to draw on the fires and turmoil that have defined an extremely brutal life. Grants player bonus to strength, fortitude, and speed for a short time. Courage-Once per encounter, Passive ability* Your willingness to singlehandedly jump in and take on the bulk of the fray both inspires your allies, and confounds your foes Grants Players Allies a small bonus to attack and defense *Only activated when player is surrounded by three or more foes. Fear-Once Per Encounter, Area of Effect ability Survival in the darkest outreaches of civilization has made fear an ever looming presence in your world and your closest ally Grants the player the ability to momentarily cause panic among enemy bands
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