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Everything posted by Ffordesoon

  1. Shockingly, not everyone plays games the same way or keys into the same things other players do. Don't be snobs.
  2. @Indira: "Cozz Paladini" is probably a reference to the Darcozzi Paladini, which is a Vailian order I believe Pallegina is part of.
  3. @Suburban-Fox: All of that is more or less irrelevant. Plain arrows in real life may not be trivial, but we're talking about arrows in a cRPG inspired by the Infinity Engine games. In which, from a pure mechanical perspective, they absolutely were trivial. To be fair to you, this may be a difference between vanilla BG and BGEE of which I'm unaware, but in BGEE, you can buy a stack of twenty arrows for one gold piece. Gold pieces are the only unit of currency in Baldur's Gate, and it's rare you have less than a hundred gold pieces even in the early game. Which, assuming space wasn't
  4. Every time I read about another class in PoE, I think, "That's the one I wanna play!" I would say that is a very good sign. This may seem odd given the amount of "cooler" spells revealed in this update (which were very cool, don't get me wrong), but I think I dig Arcane Veil and Blast the most. They let even a Level 1 Wizard PC feel like an active and unique participant in combat without betraying the "glass cannon" expectation people have when they play Wizards. Minor Arcane Reflection also sounds wicked awesome. I'm already picturing badass mage duels where spells get batted back
  5. RTwP combat has a problem that neither turn-based nor fully real-time games have to deal with, and that is the problem of rhythm. In a turn-based game, you have full control over the flow of combat. It's like playing an instrument casually; you find your groove and wallow in it. You act, the world reacts, you act on the reaction, the world etc. etc. In fully real-time games, combat is more like dancing in a club. The music's going, and it's up to you to move to the tune in the right ways. Both approaches are pleasurable for much the same reasons playing an instrument or dancing
  6. That was in the original IE games, more or less, so I see no reason not to have it here.
  7. To be honest, I actually liked how Skyrim did it. I know that's not something you're necessarily supposed to say in a community of hardcore RPG fans, but screw it, a good idea is a good idea. If you didn't play Skyrim, the magic was tied to the bows instead of the arrows, and you could make arrows out of a variety of materials which scaled in damage in the same way +1 and +2 arrows do in BG. Each type of arrow stacked infinitely, but with a minuscule amount of weight added each time. There was also a chance to recover arrows after you used them. All this added a pleasing amount of c
  8. Your points seem more argumentative than substantive.
  9. You forgot Fallout 3. If only the people who hate it would.
  10. Personally, I'd rather not. You say it makes the game more involved and challenging, and if it does for you, that's fair enough. But, for me, if the game does a good job of telling you what you're in for in the next encounter, chugging a bunch of stacking potions that turn you into an unstoppable god takes the challenge out of that encounter. If the game does a bad job of telling you what you're in for, as BG does, then you could easily be wasting potions - which are, for most of the game, rare and very expensive - on protection from the wrong sort of thing. Make the effects not stack,
  11. But magic in PoE's world would seem to be exactly the sort of magic that article inveighs against, no? The article itself also seems to miss the point of what it calls "scientific magic" - that is, to make magic (which is basically a cheat code unless there are strict rules governing it, see also "A Wizard Did It") work within the framework of a balanced game. It's not a matter of science versus nature so much as a matter of impracticality versus practicality. The suggestions are interesting, but they also seem to take a lot more work to set up on the part of the designer and the GM than
  12. I'm surprised you didn't mention Fallout, Stun. That's much closer to the IE games in feel than any of the others you mentioned, and it was put out by the same publisher. The IE games were perhaps more popular for reasons I won't go into right now, but Fallout could definitely contend with them on a few levels. As to your objections to my previous post, I judge them all fair enough. Though I would argue that D&D's enduring appeal does not stem from specific mechanics in any particular edition. Rather, it comes from a combination of factors: 1) Being the very first tabletop role
  13. @Death Machine Miyagi: I knew that, but thanks. It's not harder than vanilla BG. If anything, it's easier in a few respects, or at least less annoying. The problems I describe are in the ruleset and the presentation of the ruleset. And I say this as someone who likes BG1 a lot. As I said, I still think it's better than DA: O, a game I quite like. I just don't like being punished because I haven't memorized the 2E Player's Handbook. The game was designed to be the first more or less comprehensive AD&D experience in computer RPG history, and it absolutely succeeds at that g
  14. As someone who's been making his way through BG (Enhanced Edition) for the very first time sans SCS, I feel I have an outsider's perspective on this issue. To be honest with you, I started on Core Rules, tamped it down to Normal after a while, and finally switched to Novice. If I am not a bad enough dude for BG1, I can accept that, but since I am a bad enough dude for Dark Souls and any number of exceedingly complicated roguelikes, I feel like there is something wrong with BG1 difficulty-wise. For me, someone who is not familiar with 2E rules whatsoever, the problem is that the game i
  15. Okay, so now the wizard with high might does everything via telekinesis.What happens when I want to built a muscle wizard who shouts RARGH and headbutts his way through a door? Play as a barbarian?
  16. Yo, Adam! Just fired up Stick Of Truth, and I'm really digging it so far! Also showed it to a friend who's not the insane Obsidian fanboy I am, and he dug it too, which bodes well for y'all. Hmm, questions... Man, you know, I always have so many until a Q&A thread or an AMA actually happens. Let's see here... 1. This may be more of a Josh question, but I didn't stumble into a Josh Q&A thread, now did I? So I'm playing through BG1 for the first time (Enhanced Edition), and I'm really liking it, but one thing that I notice is that it's often unclear what killed a given part
  17. Despite some problems, I think PST is still the gold standard for highly reactive dialogue that never feels inappropriate to a given situation. Which, in a way, is why I think that "RPGs then vs. RPGs now" picture is funny, but ultimately misleading. There were more options "then," for sure, but A) the conversation with Ravel is unique even in PST, as alanschu pointed out; B) that conversation has only one mechanical outcome, and the Dragon Age 2 conversation has at least two and maybe three, which means that the two pictures could just as easily give the false impression that RPGs have beco
  18. Ah, cool! Thanks, Josh! :D Ragarding your question about, uh, my question: I was mainly interested in how slaves are treated and the possibility of earned emancipation. Also, how do curses work in the Eternityverse? I was planning on writing a curse into my character's backstory that manifests as an unsettling facial tic, but I'm not sure if that's possible.
  19. I almost never use player-written journals, but I absolutely support their inclusion. It's one of those cases where I don't think the game should be designed around it, but I do think that players who like that sort of thing should always be allowed to have it. One thing I like about BG:EE is that it allows you to copy certain documents into your player-written journal, thereby allowing you to to drop those documents and move on. I wish they had let you do it with lore books and the like, though I understand why they don't. Still, it's a lovely little workaround. Given the stash system
  20. @JFSOCC: That's my personal favorite approach, and it's the one Obsidian uses most often, in all three models of RPG narrative that PrimeJunta mentioned. They lay the Big Problem out for the player, and then the player decides how to solve all the Small Problems that compose the Big Problem, and how the player solves the Small Problems affects the world, and the world pushes back accordingly, and nothing works out as well as it could, which makes the resultant story - a work coauthored by player and designer - feel convincing as a narrative.
  21. @Ineth: "Witness dynamically in the game" was probably a poor word choice, as it implies directly experiencing the change, but I believe the idea was that you would come across a group of darguls or revenants if you decided to go to the fampyr-filled area a long time after you got the quest. And there are plenty of ways to communicate the change indirectly, the easiest being to have the quest-giver tell you a given area is a "fampyr meeting place" or something. When the player comes upon a group of darguls, you could have a journal update that says something like "It appears I have tarri
  22. Yeah, so don't do it. I can't speak for everyone, but I for one don't want some male pig's haha females joke character in a game I helped pay for. I should point out that "haha females" is so far away from the point of the character. Just because she's a joke does not mean the joke is at the expense of women, or that the character is what I think women are like, or whatever. I've always been very careful to play her as a character who is ludicrous in ways that everyone in any gaming group can find enjoyable. The ultimate joke of the character is that she's utterly shameless about her sh
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