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  1. Something I haven't seen much discussion on is the aspects of Death in Project Eternity. What is your opinion on death mechanisms? Would you prefer a Baldur's Gate style? or a more forgiving style? This is something I'd be interested in hearing about in an update (if Josh and the team have made any decisions on which angle they're going to go for the death system). I'd like to know whether it will be a brutal death system like Baldur's Gate or a more forgiving KotOR-like style. Perhaps they're going to use different systems on different difficulties? For example, on Expert or Heart of Fury mode, the BG style death? I think I'd enjoy the game if it used a KotOR style death system with party-joinable NPC deaths related to the story or as consequences of my choices in the game (but with some degree of avoidability, for instance, not a if you pick this option, Ashley Williams dies a la Mass Effect). if they're going that route that would be fine. However I wouldn't mind a harsh system like Baldur's Gate as well, that would also be fine. Do you think death should be permanent in Project Eternity? Should a Raise Dead or Ressurection spell exist?
  2. The topic of the class system has been on my mind given how update 7 actually significantly changes the traditional structure of the DnD system, and given that this system has more classes than many other RPGs(I think we're now at 7), I think that the topic of classes would be a really interesting one to explore, especially given how it touches issues of the magical system. The way that update 7 changes things is that it abolishes the skill-monkey class while keeping the skills, which is a really cool thing. I just want to bounce ideas around though, and I hope I'm not repeating too much that's been said. Here's some ideas for conceiving of a possible set of classes: * 2 or 3 core magic classes(I've thrown around ideas in another thread on magic) http://forums.obsidian.net/topic/60372-vancian-magic-system/page__st__160?do=findComment&comment=1203875 DarkWaterSong did similarly above me. * Brute (in DnD terms: fighter, barbarian.) Heavy armor, heavy weapons, high strength and constitution build. * Monk (in DnD/NWN2 terms: monk, weaponmaster, swashbuckler/duelist, maybe some paladin features.) None to medium armor. None to medium weapons. Build uses dexterity and some vaguely magical stat. Special talents focus on high skill or magical attunement, and perhaps a lot of surprises. Conceptually a martial artist. * Magic Knight (In DnD terms: Eldritch Knight, sort of like a Paladin or Ranger, but less nerfed on magic.) Light armor, but maybe heavy given the backstory. Any weapon. spellcaster/warrior with some of both sets of abilities. May not be needed if multiclassing and magic system set up a certain way * Assassin (In DnD terms: Thug variant fighter, rogue/fighter, etc.) Light-Medium armor. Light to medium weapon. Focus on misdirection, high damage precision, possibly ranged attacks, poison, invisibility, finesse. Build uses very high dexterity. * Bard (in DnD terms: Bard.) Light-medium armor. Light-medium weapons. Support class. Focus on misdirection, buffing, information, ranged support, perhaps some magic. Just some thoughts, but feel free to throw things around or criticize. The point is getting what kind of conceptions people would think would be interesting for a class system. Like the degree of magic for classes. How bizarre or conventional the classes should be. Etc.
  3. I'm tired of playing stick thin mages and dumb as bricks fighters. I know, I know, classes must be differentiated to offer a diverse experience and meaningful choices; and if a character is good at everything it utterly destroys this. I agree. At the same time I feel it's unrealistic that a fighter must utterly lack charisma and intellect (See Alexander the Great) and a mage must have never been outside in their life. I saw an interesting idea from a poster on the something awful forums that may offer a solution. Essentially, it amounted to having two entirely separate stat pools during character creation. So for example, using D&D stats (again, JUST an example), instead of dividing points from a big pool between STR CON DEX INt WIS CHA You would have two separate and equal pools (naturally modified by race and class) that looked like this: 1. Physical stats STR CON DEX 2. Mental stats INT WIS CHA Point taken from one pool have no influence on the other. Now you can have your clever fighter, your buff mage, your charismatic ranger, etc. I'd like for their to be even more mental and physical stats to differentiate this more, but most class differentiation would come in the form of skills and talents. You may have a fastidious wizard that insists on a balanced diet and frequent exercise, so he's actually quite strong and not going to be KO'd by stiff breeze; but compared to the fighter that's been in martial training most of his life, he's still very ineffective in combat due to a lack of technique. Fencing is about far more than strength. Conversely, the fighter may be poor in academic matters, but still possess a shrewd intellect and street smarts. This could differentiate characters even within a class. One wizard may have a very high INT score, and a low WIS. You now have something of a savant. Another might have a low WIS but very high CHA, being an excellent if unorthodox communicator. Thoughts?
  4. What do folks think about death mechanics in games. Will PE have perma-death? Will it have resurrection with penalties? Will it have drag-the-corpse-to-the-temple-for-raising like BG/BG2/IWD? I open the floor. One thing I would like is that if my main character dies, my party takes me somewhere and gets me rezzed. But where? How much do they spend? What sort of funkiness do I get up to while I'm dead? Do they sell my best magic item? I know there's going to be this soul idea, if that impacts on death Devs please feel free to tell us. xD
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