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metadigital

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Everything posted by metadigital

  1. Wouldn't they be easy to spot in their bright red clothes?
  2. oh no, you don't have to use the editor... you just use the "set current XP" command (whatever it is) and set yourself way low. then level back up with givelevel or set the XP back high... i don't remember what happens, but i think it also takes away your feats/skills when you drop it. taks <{POST_SNAPBACK}> This is true. Basically you are removing the experience of the character, which means all associated hit points, spells, feats and attribute bonuses accrued as a result. So if you yo-yo your experience, your fighter can, say, drop "Exotic Weapon Specialisation" and gain "Imporved Criticals" (assuming the normal pre-requisites are present).
  3. Have a look at Dawnwalker's mod from the Hall of Fame. also comes in standard flavour.
  4. :D What about sorcerers?
  5. If I had to guess (oh, okay) I'd say that very near the end of the game creation process someone decided to double all the experience gains in order to make the characters travel over 30+levels for the game rather than 15-20 odd. " Ditto for the bonuses applied for leveling up w.r.t. BAB, Vitality and Force measures.
  6. :cool: (w00t) ) Well if you aren't having many magic users then there can't be too many familiars flying around, either.
  7. Of course if you have a Force-based character you don't even need a puny lightsaber (until the last battle " ).
  8. Do you take him from behind? <{POST_SNAPBACK}> (w00t) No dear,god,no :ph34r: <{POST_SNAPBACK}> So you take it from the front?
  9. Um, is a KOS-MOS animal, vegetable or mineral? I mean is it a weapon or a blue-haired nyphomaniac (arguably a weapon of a different class )
  10. What about Paladins, will they have a nifty holy symbol? (I really like what Rick Burton did with Twilight and Midnight -- until I played these I never wanted to be a Paladin and now I really dig it because you get a cool aura! Oops, am I digressing again ...) I very, very rarely cast summoning spells as they are boring creatures -- I wish the familiar creatures were more like AD&D (2e) when you would permanently gain HPs and lose them again if they died. Just make them naturally harder to hit due to dexterity/hiding ... after all they are not meant to be ordinary creatures of their ilk, but special instances. Geez, am I still writing?
  11. There are some levels of hell that are cold rather than the traditional pyroclastic model. :cool:
  12. That's okay, I'm pretty sure it's way better than my >insert appropraite foreign language here, e.g. Romanian <. No issue with that. Some cement dust do? I would ask that the inventory management allows for stacking of the items required: I hate having thirty-six "elvenberries" that take up a slot each -- or worse, four.
  13. Well, you don't really know what has happened in the interim ... maybe one or both spent months/years floating in space after a crash / during long transit to the outer part of the Outer Rim ... Maybe they might have been damaged (lose an arm and you must loose some STR / DEX / CON; a good head shot would certainly destroy some INT/WIS/CHA, if not grant a lobotomy and take off a few experience levels ...) I mean unless a character is constantly earning experience, then logic suggests (based on real life) that it will gradually ebb away. Take memory for example: average memory loss after 24 hours is over 60%, the graph of recall versus time gradually shallowing as time passes, but the net memory is proportionally tiny. (This is a factor of attention, so more focus gives longevity of memory, which is why I can remember the events a few seconds either side of the photgraphs I was shot in when I was two years old, but not the exact shirt I wore on Tuesday last week.) So I would say it is more consistent that the characters have lost at least some of their experience. Maybe down to level 5 or so? :ph34r: Running around (semi-) naked and ill or injured is another tactic that I like to see implemented, too. Perhaps after capture you escape (like in K1) so that you can't rely on implants and bonus due to equipment for a time. (And there definitely should be a cap on bonuses added to attributes: anything over +10 is warping the concept beyond sane levels and is undeniably, ineluctably, indubitably munkinism. ) It's all moot anyway; the experience scale was so skewed that after a couple of fights the PC was at the next level, anyway. "
  14. A very useful way to manage power. I'm not so keen on somatic / vocal aspects, because I like to be prepared beforehand and not have large failure possibilities during combat. (I end up just saving before a big battle and reloading every time it fails, which just ends up being tedious. " )
  15. Naw, go for a keen dex build and max out your criticals! (w00t)
  16. I'd come down hard with a Greater Shadow Daemon, or some such.
  17. Well, you might want to just adjust how the character starts the next module, rather than three separate places. Maybe different NPCs are invalid depending on the choices made / attributes / quests taken / etc. Encounters with the same NPC at different parts of the game tend to reveal the depth of NPC character development, too. If you run into them and they still talk to you like you're a n00b after you've killed their mother and the dragon under the hill then it kinda destroys the suspension of disbelief ... :cool:
  18. If you have implemented this is a usable fashion I will be very impressed. () I have a big problem with stupid inconsistencies, like Paladins that can't attack people unless an innocent is in danger, yet can pillage tombs to their hearts content!
  19. Still it's easier to kill someone with a pen then it is to write something with a sword ...
  20. not for killing enemies .. but writing yes .. it's so freakin unhandy with a sword.. <{POST_SNAPBACK}> I dunno, I could kill someone with a ballpoint ... "
  21. I agree. How do you act according to an alignment? What if you are lawful good suddenly snap and do something chaotic evil, is this necessarily a permanent shift, or just an anomoly? And Chaotic Evil are quite prepared to do expedient things for their own rewards, which can appear superficially to be good. I began D&D by selecting Chaotic Neutral as my alignment, mostly because I saw it as the least restrictive. A system whereby your alignment is a cumulative score of your actions is probably much wiser. After all, I believe anyone is capable of anything, given the right situation and motivation (in psychology it is called "The Power of the Situation" that doesn't prevent the guard from the treating the prisoner like a lower form of life, for example). By this definition I am good. I don't believe the rules will work, sometimes the end does justify the means: but this is a difficult call, because the end does not always justify the means! I also believe that some evil cannot be defeated without evil means, even though this is a direct contradiction. Let me illustrate with an example So what if your Paladin kills a good person who is building a weapon that will kill thousands of people in the misguided opinion that it will end a war earlier and save more lives on both sides of the conflict? E.g. your paladin has the opportunity to kill Oppenheimer and all the people working on the atomic weapons projects (in all countries and including all their collective intellectual property). What about the US atomic bombing of Japan to end WW2? Was that a necessary evil (less evil than the pyrrhic futility of months of hand-to-hand combat and thousands more casualties and accumulated suffering), or the embodiment of pure evil, or something else more complex, perhaps depending on future events? Conclusion Whatever system is used (and I agree the current one is flawed beyond usefulness, except to take a snapshot) it needs to be able to manage such concepts, including complex interrogations at different times, such that an event may appear good now, but in the context of future events may indeed look evil.
  22. The +7 pen is mightier than the +3 sword!
  23. Well Kreia and Visas can't see anyway, so it'd make no difference to them! And it would refract light around it, anyway. Fighting in the dark -- how much could you see with a normal lightsaber? Still, maybe it is "black light" ?.. okay, it's a teeny tiny black hole shaped like a sword blade? Ok, how about alternating/cancelling energy frequencies that have the effect of blocking out the background em radiation light.
  24. Are you thinking of using arQon's Enhanced Magic System? Your dialog options actually look very immersive. Where do I sign up? (w00t) Link to the download ....
  25. I think it's pretty silly that every foe drops loot. Okay, the developers managed to explain why the local pestilence contained usable items, but I agree that it is patently absurd to have high level items that are unusable by an enemy in their loot. At least give them something they can use in the battle, making it harder to defeat them and thence more of a reward. (Interactivity, anyone?) I also hated the fact that you had to pick up every item in the loot. And it was only possible to drop single items (or all of them!). So I kept everything and melted them down as required. (Do I hear anyone mentioning the blatant logic flaw that the weight of the inventory was more than the Ebon Hawk could transport, let alone the PC on their fighting escapades? And the implicit tranferability of items between the characters, providing they weren't worn ... laziness.) I think less is more. Have less drops with better stuff. And yes, the Ravger loot drops were ridiculous (although at least you get experience for opening the lock ... so that your character could become even more ridiculously overpowered ... but I digress.) Perhaps there is a hidden attribute "luck" that is used as a co-efficient in attack rolls and loot drops? Or perhaps it is a derivative of the charisma score? (Or wisdom?)
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