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EdwinP

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About EdwinP

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    (4) Theurgist
  1. The Stronghold would seem more alive if each upgrade added one or two NPCs to the stronghold. Developing the stronghold would change it from an empty place to one populated by 20 to 30 NPCs. The NPCs would run-away when combat threatens. Some NPCs are only present during daytime hours Upgrade Examples: Library - a librarian is present from morning to early evening Training Grounds - two guards that train are present during the morning hours, in the afternoon they patrol the grounds Hearth - a cook is present during the daytime hours Bright hollow restoration - attracts two servants
  2. I would like to see player's actions have a greater effect on the world around them. For example, if you slay the cousin of Lord Raedric the villagers should react to that and Lord Raedric should have a different set of reactions with the player - perhaps giving them more quests. Likewise, if the PCs slay Lord Raedric of the castle, the villagers' reaction should be different and there should be a new set of interactions with the new lord (different quests, etc.) I would like to see the PCs have the option to finance the rebuilding of the destroyed temple for the original god Eothos (i
  3. I would like to see the developers do something similar for lore and survival. A character highly skilled in lore; skill level 8+, should have access to new spells, enchantments, schools of magic, talents and abilities that are not available to lesser skilled characters. This would reward the PC that chooses to focus on lore. A PC that divided his skill points among athletics, mechanics and lore would not receive the bonus that comes from a focus on lore. Likewise a character highly skilled in survival should have access to talents, abilities and potions that are only available to
  4. Agreed, I would really like the stronghold to breath life. Rebuilding the Stronghold should attract NPCs - farmers, workers, etc. If the stronghold is attacked let these NPCs flee (Disappear from view) until the threat is defeated. Rebuild the West Wall = Let us see a guard patrolling the top of the wall Rebuild the training grounds = Let the player see three NPCs training during the DAY (no one trains at night) For each improvement built I would like to see an new NPC wandering the interior grounds of the stronghold during the DAY, at night the NPCS wandering the grounds go home
  5. I would like to see the trap trigger radius based on the mechanics skill. Mechanics 1 to 5 - trap trigger size is standard radius Mechanics 6 to 10 = 2x - Trigger size is twice normal size Mechanics 11 to 15 = 4x - Trigger size is four times normal Thus the trap trigger radius for a character highly skilled in mechanics is larger than the trap trigger radius for a less skilled character.
  6. The original proposal was for a 20% of a random encounter. That's about 1 in 5 journeys through the wilderness. Some or all random encounters could be one time only events. Other encounters might have level based, quest based, or stronghold based prerequisites. Perhaps an encounter only occurs after you have rebuilt the keep. Other random encounters may only occur if a specified quest has been completed. Perhaps you can only encounter an ancient dragon if your average party level is eight or higher. Some of these encounters may occur on custom maps - such as encountering trolls at a br
  7. Agreed, the stronghold is dead and empty, even after being fully rebuilt. Though a dilapidated stronghold should feel empty, one that is fully repaired should feel alive. Rebuild the western wall and add a roving NPC Guard that patrols its battlements, Rebuild the training grounds and add a drill sergeant that watches two guards training, much like those found in Defiance Bay, Rebuild the fountains of Brighthollow and add a roving servant to that floor. The servant will tell you if the Cook has a new food item prepared for you or if the librarian wishes to see you. Rebuild the Hearth and a
  8. I agree. Scripted encounters that make use of skills would make your choice in this area much more impactful. -- A traveler asks for help in reading a scroll left by his departed farther (Lore skill) -- A traveler was robbed and asks the PCs to retrieve his saddle bag for them (a PC can use Stealth to approach the bandit camp and take the saddle bag unseen, or risk battle with a band of hardened bandits and their leader). -- There are two paths - one path involves swimming a river (Athletics Skill Check) to tie a rope to a tree so that his compatriots can use it to cross the obstacle, to
  9. Not all wilderness area encounters need be hostile. Encounter a merchant or travelers on the path and walk by them without stopping to talk. If you stop to talk you may learn about the latest news in Defiance or the Gilded Vale. A merchant; or a thief, many have something to sell. A patrol of knights may tell you of a bounty on a craven thief. You may learn information that will add a new quest to your journal. I think a good wilderness encounter system should have a wide variety of encounters, terrains (forest, bridge, swamp, ravines and cliffs) and options, for the skilled adventurer, to
  10. I would like to see an option that makes selling items in inventory (i.e. in the chest, and not carried by a PC) faster. Such as selecting a type: Armor and then selecting sell all. Why? So I can unload all those spears and shields quickly. Though I appreciate the ability to carry an endless amount of inventory, I would like to see the number of allowed inventory chest slots for weapons and armor based on total party might. Items in excess of this can be stored at the stronghold. The stronghold should function like a bank safe deposit box for valuables ( of course banks are robbed on occas
  11. Luckmann, why should Constitution affect armor recovery penalty? Would Might have a larger effect in the real world? Example: Plate Armor - (High Might & Weak Constitution) vs (Low Might and High Constitution). For plate armor I would think that the stronger person would have the faster recovery time. I would also say that heavy armor should have a minimum Might requirement. Fall below that requirement and suffer a fatigue penalty every hour.
  12. If I was designing random encounters I would aim for about 36+ random encounters with six parameters influencing the chance for each one to occur. 1. Repeatable or not - i.e. are these repeatable encounters or not? 2. Interval - i.e. if repeatable, this encounter cannot occur again for x days 3. Prerequisite Encounter or event flag - this encounter can't occur until event X is flagged Example: Knights searching for bandits do not appear until after PC has met bandits (in a prior random encounter) Example: Bounty hunters do not appear until PCs have stolen Item X from Defiance
  13. As another mentioned, wilderness areas are bland, devoid of content and yield no reason to explore them. Why not make travel through wilderness areas more interesting? Imagine, a base 20% of a randomly generated encounter when traveling through a wilderness area. Encountering a party of merchants or traveler(s) on their way. They could be a source of news, news that may have been affected by PC actions. Or you could demand money from them for safe passage ( this could trigger a future encounter with knights looking for bandits that match your description ). If your Survival skill i
  14. I agree. I would have liked to see the developers invest more time on quality content. The existing game is good, but it could be so much better. Take the wilderness encounter maps for example. I would have liked to see random encounters on the road. Perhaps you encounter a caravan or travelers, are ambushed by bandits or encounter a patrol of knights looking for bandits. As the posted above mentions, the wilderness encounters had very little to discover. Finding paths to new areas would have opened up the game to a greater variety of encounters and quests. Perhaps your survival skill reve
  15. What would you think about survival opening up new paths on wilderness encounters maps? Example: Survival skill reveals a shallow ford across a river or an easy climbing route up a cliff. Fail the check and your PC party needs to take the longer, more dangerous, or more fatiguing route. Example PC party walking along the river bank, Survival Skill Level 5 reveals a shallow ford across the river OR PC party walking along the foot of a cliff. Survival Skill Level 5 reveals an easy climbing route for the party to take PC party walking along the foot of a cliff, Survival Skill
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