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Bradr

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About Bradr

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    RPGs, 3.0., 3.5, 3.75, Wizards, Psionics, Nachos, and Trippel
  1. All IE games had weight limits and limited inventory. And unlimited resting in most areas.
  2. It's more like eliminating time outs. Well, if soccer had time outs.
  3. Why is this a problem? That is how those other people wanted to play the game, and how the game entertained them. What did that have to do with your experience? Did your game suffer because the party could rest anywhere? Or because someone else playing the game could rest anywhere and farmed XP? I'm just trying to get a reason for not having unlimited rest opportunities. Doesn't it stand to reason that those who want to rest anywhere can, while those who want limited resting can restrict themselves from resting anywhere? Why does the game have to impose those restrictions on eve
  4. Let the player rest whenever, wherever they want. Don't artificially limit it. Just make penalties, such as random encounters. If a player wants to rest in the middle of the street in the most dangerous slum of the city, fine. Just make sure the chance of a random encounter is 90% or more, depending on PC's skill set and reputation. If a player wants to rest in a dungeon, but has the wherewithal to find a defensible room, barricades the doors, and sets a sentry, don't penalize them for wanting to rest in that spot. And make sure that if there is an encounter that the player's for
  5. The old IE games had great summoning mechanics and the system was fun. If a player didn't like those mechanics, nothing forced them to use summoning. For those who wanted to be summoners, you could literally have all summoning spells in every spell slot. I have very fond memories of Edwin maxed out with gear with damn near 100 summoning spells over his 9 spell levels. And some of my favorite BG games were as a solo summoner. I distinctly remember pummeling Sarevok with wave after wave of summoned monsters and cloudkills. And that was 15 years ago. I can barely remember last week!
  6. Would be great. Even add to this by having random encounter scavenger tables for each area. In a forest wilderness, maybe a couple of wolves would spawn at the corpse site, with likelihood based on the number of corpses. In a dungeon a "carrion crawler" or two. In a city, a detective could be at the site collecting evidence. After a few days in the forest, bones, and then nothing. In the city, the next day the corpse would be gone. Yep, exactly. See above Interesting. Lots of fun ideas for sure. I'm pretty sure I've read about guard schedules and patrols. If
  7. And please, let us do a bit of grinding if we want. I might be in the minority, but I want to be able to spend a little extra time and level up my characters. Without any context as to the size of this game, I can't really give any insight. If PE is similar to BG2 in scope, then there is plenty to accomplish to get my characters to level up at the rate I choose. If not, then I would prefer the opportunity to gain a few levels, at my discretion, if I don't feel the party is ready for the next challenge.
  8. Imoen - whiny, immature, little-annoying-sister Nalia - whiny, pretentious noble, vapid Pretty much everyone from NWN & NWN2. (Although I think I was so upset with the switch from infinity to whatever that mess was, that I disliked almost everything. But I distinctly remember no attachment whatsoever with any of the characters.)
  9. I'll admit laziness in not reading through everything. But this game needs male/female versions of breastplates and armor. The main reasoning is quick and easy discernment of each character. While historical accuracy would probably dictate similar styles, this is a game. And a game such as this needs to give the player the ability to quickly and easily discern each individual character. And male/female armor anatomy, while not historical, gives the player more visual cues to know exactly who each character is. So put a few boobs in those armors guys. And make sure we can still cus
  10. I don't mind the idea of food being a part of the game. But it would have to be implemented in a way that food hinders gameplay when not consumed, but doesn't necessarily break the game when neglected. And when it does hinder gameplay, it is because it has been neglected for a long time. I would enjoy a system where characters have a sustenance rating. Probably something like Full, Satiated, Hungry, Starving. Full might get a minor stat bonus and last an hour. Satiated has no penalties/bonuses and lasts 24 hours. When hungry, your character does not heal HP naturally when restin
  11. Fallout Arcanum Baldur's Gate (Didn't play NWN2) I enjoy the maps with freeform exploration and random encounters. Fallout especially comes to mind, with random encounters and special encounters that create new permanent zones. Some of my favorite D&D style encounters are the good old caravan attack scenarios, and this is exactly the type of random encounter I would like to see in the game. Add in a couple good ambushes, maybe a road blockade, an old abandoned tower, etc and I'll be quite happy. This. And it would be nice to see some complexity in the special area
  12. While big cities are fun to explore, I say keep the cities manageable. Athkatla was near perfect size in my book. Maybe a smidge bigger - like 20% or so, but not much more. And zones are good. Having bakeries, and butchers, and weavers is realistic, but if it doesn't directly complement the combat mechanics or a specific quest, it should be kept as window dressing, not interaction. There's only so much RPG that can be included in a RPG before it becomes bloated. Now I'm not at all opposed to having a butcher between an armorer and tavern. But the butcher shop probably shouldn't be acc
  13. First post. Long post. But I'm passionate on this crafting thing, so here goes... I like to think of crafting as facilitating combat, while improving combat for those who are prepared. But I also think crafting should have special uses, such as being able to avoid combat entirely, or perhaps access special places. In combat facilitation, characters are crafting supplies that give combat bonuses. Sometimes picking crafting techniques/skills requires the character to make the choice between similar non-crafting character perks/abilities that essentially do the same thing. Sometimes
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