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Posts posted by Atreides
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Maybe there's a quest after someone notices that the dead bodies left behind disappear as soon as they leave an area...
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^Nice ideas in the thread to get players to consider adding more mages to get increasing benefits.
Some ideas to add
- Combining spell effects (grease & fire, ice and blunt damage) adds a tactical feel and rewards timing. Source of effects could come from different classes
- Co-op casting: I'm thinking of more than one caster getting together and casting a bigger version or more complex spell. Seeing mages start casting together while melee stalls for time seems ominous. This could work by selecting a few casters and selecting the co-op option if they have spells in common. Maybe some spells are only avialable this way
- Empowering spells: sacrificing more resources (mana, cannibalising other unused spells) for a more potent effect. If I'm desperate enough, I'll throw everything I have into that last throw of the dice
- Combining spell effects (grease & fire, ice and blunt damage) adds a tactical feel and rewards timing. Source of effects could come from different classes
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Maybe Melf will only trade you his spells for something new.
Learning magic from observation and improvisation would be a very interesting system, but could be difficult to implement. Even then, you'd still need a teacher to get the proper technique down.
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I'd prefer it more if your original research would result in discovering completely new spells, but it's neat either way.
Would be nice to unlock <player name's> Spell, to join the ranks of Melf.
But then I'd get upset when people copy or plagiarise it.
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An anti-magic monk whose hits remove magic, buffs and resistance would be interesting.
We've got siberian dwarves, elves, humanoid races, each presumably with their own culture. I think human monks may not be the most pressing worry about consistency with historical Europe.
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Maybe it's precisely because most enemies are heavily armoured or in plate and are used to fighting against others that way. Monks are a niche to exploit the norm, and focus on evasion and disabling/disarming moves, turning the enemy's momentum against them. I'm sure warriors also practice for situations where lose their weapons. Monks take it to the next level.
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Inside each Zanpakuto is an incarnation that manifests itself upon the Zanpakuto's transformation. The first step is to acquaint oneself with this incarnation.
Normally, the Zanpakutō spirit can only be seen by its wielder. Otherwise, they dwell in their own "inner world", created within the minds of the Shinigami who wield them. As such, each Shinigami's inner world is drastically different from another Shinigami's and is unique to themselves. A Zanpakutō's spirit can bring its wielder into its inner world, though Shinigami can voluntarily achieve this simply by meditation.
I like the idea of self-discovery, but rather than tying the soul to a physical item it could be an internal journey. The soul's probably a lot more experienced than the current reincarnation, so you'd want to tap into its knowledge after you discover it, then learn to master it.
It's something like how Planescape's TNO learned from his previous selves, each with its own personality. In fact, the "evil" ones may try to reach out and influence you with promises of power, or even take over if you overestimated your willpower.
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Yeah I mostly use the keyboard for Excel, but the difference is I have both hands on it. However if my hand's on the mouse most of the time in the game, I'd rather not reach too far across the keyboard (1 to Backspace, F1-F12) or check that I'm getting the right keys to get things done.
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If quest-givers are desperate enough to ask for anyone's help (yours included), they'd probably ask others too if you're taking too long.
That's when you wait for the rival adventurers to set off all the traps in the dungeon, and beat them up for the loot they collected after they're worn down. I bet the poor things didn't even get to rest safely to recover.
As long as we complete the quest objectives we get the same xp, right? And loot too, in this case.
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^I think Acre's being sarcastic.
Maybe monk orders are like university anime clubs. They think asian culture's cool and cosplay sometimes. Maybe a few masters even went there for the experience and brought back some real knowledge that they share.
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I'm sure there's many ways to get production done, it's just a question of does it make more sense, or would it be cheaper to get it done by magic? If wizards are rare and their work expensive, they'd only be called in for consulting or finishing work.
An example would be a one-off job to replace the conventional workforce with summoned zombie workers. I'm sure there'd be a fine marketing pitch on long-term cost savings etc.
Using zombies could be a more effective method, but I'm not sure they could be up to the task, and way too questionable.
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I dont get it. He wears little clothing because he is a minimalist monk with few possessions. He's balding and wrinkly because he's old. There looks to be a sadness in his eyes. As if he doesn't want to fight but does so for the greater goal whatever that is for him. Looks like a pretty good base for an interesting character to me.
I also like how he doesn't look like your regular joinable npc. I wouldn't say he looks weak but I think the way a character finds strength in spite or because of a said weakness makes them extremely interesting. A trend with a lot of martial artists is their longevity i.e their ability to maintain high physical fitness in spite of their age. So, to me, Forton isn't cliche or completely ridiculous. He's just right even wih the kung fu pants. Calling him horrible looking and old peasant is a bit silly. Someone mentioned bad character design. A good story to go with the picture would solve a lot of issues.
Maybe he just lost everything at the gambling hall he keeps going to, and the creditors are making him pose for pictures they'll keep until he pays them back. The embarrassment shows in his eyes.
I bet he'll join your group if you pay off his debts.
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If I'm a mage that knows I'll be closed down and shot, I'd try to set up illusion decoys or spells that increase my evasion.
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Nice idea. Another area to explore is non-conventional industries that are enabled because of magic.
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Can we program a buff sequence (drag/drop spells into a queue and "call" the queue) if it's a common thing, like in BG2?
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I'm for application of themes that make sense and add to the experience, but not application just for the sake of it.
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Maybe he can upgrade to a ponytail. They had ponytails in late medieval/early renaissance Europe, right?
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EDIT: If you really wanted to get technical, owning shops could be used for greater roleplaying - you could get burglarised, then have to track down the culprits. Or maybe a serial killer takes an interest in the residents of a neighborhood you mostly own - even an evil character would feel obligated to put him down if they wanted to bring in more cash. Touches like this would really enhance the feeling that you were part of the world. You could also own other more dubious businesses - brothels, crack (or some P:E drug equivalent) dens, etc.
Could definitely see a potential story where you have to deal with gangsters wanting protection money.
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Makes sense that some people may have reasons to extract, trap and store souls. For information, revenge, compassion. I could see my character doing something like that.
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Can a smart character pretend to talk like a dumb character when it's advantageous?
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I'd like a full rest to be meaningful, something that players look forward to so they look for an inn when they reach a town. Something they'd willing to pay for.
An incentive that ties it to gameplay could be a full restoration of severe injuries and accumulated penalties, for example.
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I think it's interesting, but a balance needs to be struck between what the player can reasonably prepare for and feeling helpless to variance. I'm not sure if it'd be suitable for major quests, but I'd like to explore something like this in the random encounters.
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Maybe potions brewed by amateurs would cost less but have side effects. However master chemists would have more potent brews with less side effects, at a higher price.
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I remember the thrill of running on low health and spells to the next safehouse, or risking ambushes when I tried to rest in the IE games. However, what else does resting for health/spells add to the game, if players view it as a minor inconvenience that stops them from continuing on?
What does it add to the game? The purpose of the mechanic is to provide the party with time to prepare their strategy for area they're entering. Whether it's a rougue/assassin preparing poison, a Cleric communing with his/her god to prepare spells, or a mage preparing his spells and components. The mechanic is meant to model things that logically take a significant amount of time.
The CRPG eliminates most of the reasons for resting, any form of alchemy is a good example, because in a CRPG it happens instantaneously in any place, without any preperation. The CRPG eliminates components, preparing a trap is a split second event, weapons/armor never need maintenance.
Any ideas how to add them back into the context of a CRPG that would improve the experience?
None-lethal damage
in Pillars of Eternity: Stories (Spoiler Warning!)
Posted
I hope letting people live's done in a way so players don't feel they're losing out on gear drops.