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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 Chapel - each day 0 to 4 NPC peasant worshippers are present within the Chapel during daytime hours Building 10 improvements - attracts 5 random peasants that wander the grounds during the daytime hours Building 20 improvements - attracts 5 additional peasants that wander the grounds during the daytime hours If developer resources permit some NPCs could be assigned random conversations, and conversations based on the PCs experiences in the world and quests. The Librarian might reveal new ruins to explore once there are 20 tomes in the library. The cook might have prepared a healing brew. The Brighthollow maid may alert the PCs to a visitor awaiting them in the Keep. The maid may tell the PCs that the chapel priest wishes to see them; for the priest has a quest for the PCs. What if the chapel upgrade allows the player to select the deity worshipped at their chapel. This selection could trigger new quests, new events and conversation options. Does the PCs dedicate a chapel to: Woedica, Abydon, Eotha, Galawain, Magran or Skaen?
  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 (if Lord Raedric is slain) or the deity of Berath (if Lord Raedric prevails).
  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 those with a survival skill of 8+.
  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 Rebuild 1 improvement and you see 1 NPC wandering the grounds Rebuild 5 improvements, and you see 5 NPCs wandering the grounds, Rebuild 10 improvements and you see 10 NPCs wandering the grounds of the stronghold. I wonder if this could be added to the next update? Likewise, rebuilding the library should add a librarian NPC, rebuilding the hearth should add a cook NPC to the relevant buildings and improving Bright Hollow should add one or two servant NPCs.
  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 bridge, an encounter in a swamp, in a ravine or near the ruins of a burned down house.
  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 add a cook that generates food items randomly Rebuild the library and add a librarian to the library. Rebuild the temple and populate it with local peasant worshippers during the day, every odd day. Rebuild the main keep and add two servants that roam the main floor, keeping it clean. With every building repaired, add a roving NPC peasant character to the map. These characters appear only during the daylight hours and flee from combat. As the Stronghold is rebuilt, more people are attracted to the stronghold. One improvement = 1 NPCs, 10 improvements = 10 NPCs wandering the grounds of the Stronghold.
  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 avoid the large band of trolls (or bandits) at the bridge. Example: At the river's edge: Does your party: 1. Attempt to swim the raging river (Athletics Check) ----------- Athletics Check ( Fail = Fatigue Penalty and Loss of PCs unequipped inventory if major or critical fatigue. All common inventory is also lost) "Elder safely swims across the river" (and suffers no fatigue) "Durance loses his inventory while swimming across the river" (and suffers critical Fatigue) "Aloth safely swims across the river (and suffers Minor fatigue) "All inventory is lost" 2. String a guide rope across the river (Athletics Check, requires grappling hook and rope) ----------- Athletics Check for the First one across (Fail = 40 points Penalty and loss of unequipped inventory) ----------- Following PCs suffer 20 points fatigue, no loss of inventory 3. Build a rope bridge (Athletics and Mechanical skill Check, requires grappling hook and rope) ----------- Athletics Check for the First one across (Fail = Fatigue Penalty and loss of unequipped inventory) ---------- Mechanical Check Fails then rope bridge breaks and all common inventory is lost when PCs fall into the river rapids "The rope bridge breaks while you are crossing the raging river. All inventory is lost!" ---------- Mechanical Check success = no fatigue penalty nor inventory loss when crossing raging river "The rope bridge allows you to safely cross the raging river below" 4. Build a raft to cross the river (Mechanical skill check. Requires axe, grappling hook and rope in inventory) ---------- Mechanical skill check fail = No penalty to cross the river "The raft carries you safely to the far riverbank" -----------Mechanical Skill check fail = Fatigue penalty, all common inventory is lost, PCs with major or greater fatigue (after fatigue penalty is applied) lose all unequipped inventory. "The raft breaks apart while you are crossing the river. All inventory is lost!" 5. Decide not to cross Another advantage of random wilderness encounters is that the developers can easily add new ones with each update.
  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 avoid or approach them on their own terms. Survival skill will alert you that you are approaching an encounter. Constitution may help you win a drinking contest, and athletics would be of use in a wrestling contest. Resolve may help you stare down a gang of toll collectors (bandits).
  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 occasion is security is light). Example: A PC of might 15 could carry 15 items of each type in their inventory chest (15 weapons, 15 armor), a party with 3 characters of total might 30 can carry 30 items in each slot. A min/max party of 3 with total might of 9 can carry 9 items of weapons and armor ( 9 weapons and 9 armor items). This would: Force players to choose which piece of loot to take and which to leave behind. Now I take everything as their is no encumbrance limit, as in TOE. This would make might a more valued stat. Perhaps, a fatigue penalty if the party exceeds its carry limit. ---- Total Might = 20 ---- 20 armor and 20 weapons without fatigue ---- 21 to 28 items of Armor and Weapons (each) = Minor Fatigue ---- 29 to 36 items or Armor and Weapons (each) = Major Fatigue
  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 4. Prerequisite 2: This encounter can't occur if event X is flagged Example: If PCs caught the thieves, these thieves can't be encountered again. 5. Level Requirement - i.e. this encounter can't occur until the party has reached level x Example: Refugee seeking help for her hamlet does cannot appear until PCs have reached level 5 (as this unlocks a quest) 6. Party Reputation
  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 is low, bandits appear out of nowhere to ambush your party - demanding cash for your safe passage. If your survival skill is high, your party may notice the absence of wilderness sounds and advise you to proceed with caution.(Survival Skill Check = "I don't hear any birds, we should proceed with caution) Encountering a patrol of knights looking for bandits, and if your reputation is low you may face a problem. Encountering a starving refugee, asking for help for their village, a village that is besieged and starving (this opens the path to a new encounter area with a new side quest). Do you offer the refugee food or not, and incur a reputation boost or penalty? Do you accept a quest to save the villagers? Encounter a young bear. Harm the young bear and his dire bear mother and father charge from the woods to attack. Ignore the young bear and the encounter with his parents is not triggered. (Survival Skill Check = "Its a young bear, his mother will be close by." ) Encounter: Dragon - ( Survival Skill Check = "I see signs of a Dragon in the area, it might be best if we quickly and quietly left this area" ) . A very rare random encounter that most PC parties will want to avoid. Of course, it could be a dragon that you could talk. An encounter that player's will talk about - I encountered a huge dragon attacking a merchant caravan and sneaked away, or I encountered a huge dragon attacking a caravan and attacked, and died. Survival Skill Enhancement: 10% per Skill Level - Textual (or audio) Alert when a potentially hostile random encounter is detected - "It's too quiet. We should proceed with caution." A suggestion for the party to turn back or enter stealth mode to see what lies ahead on the path.
  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 reveals a path from in the wilderness area to a swamp or a dark forest inhabited by spiders (Hobbit Movies) and a wizard's tower (or abode) (now that's a reason to invest in survival - to spot the wilderness paths overlooked by the unskilled). Perhaps you find the location of a tribal village of those lizard like creatures or a isolated village besieged by creatures and slowly dying unless help arrives.
  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 Level 7 reveals a hidden entrance to a cave. PC party walking through a forest, Survival Skill Level provides a 10% per level chance (0% at level 0, 10% at level 10) of providing a warning about an ambush (if check fails, enemy units appear around the PCs and get the first attack). If the skill level check succeeds, the PCs can see the enemy units lying in wait ahead. They are not surprised and can maneuver to attack or avoid combat. I would make survival level a requirements for crafting Food items. Let's face it, not all adventurers are great cooks, but those skilled in survival tend to do more cooking. Thus crafting food is not class level dependent, but rather survival skill level dependent.
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