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  1. First I'm not a backer, but I have this game on my focus. (Buying it at release if I think it's worth it.) So my only experience is from reading the wiki and footage from the beta. At first the concept of godlikes has appealed to me, but now I think the effects are to low for "godlike". Now there are only marginal effects. Pro: - few people will love you - small attribute bonus - one unique passive ability Con: - most people will hate you - no helmet How about giving it more impact? The people thing can stay, but instead of small boni it should be big boni balanced out with
  2. So I wanted to try and make a "useless" combat character and see how well it would do in combat. But what I found out was that my main has a lot more health than she should have. I don't know if im bad at calculating it but it seems to be very wrong. Haven't done other calculations but will trie to look at it later today. Hope this is the right place to post it. My Main Cipher The BB Rogue
  3. I thought it might be a good to collect various bugs with items having to do with either their display or application of stats. I will start it off with: SUPER NAKED LEATHER ARMOR Item - Leather Armor, DT 9, Recovery 1 http://steamcommunity.com/profiles/76561197999391268/screenshot/579031239332359651
  4. I was bored this evening and after glancing across the "Josh Sawyer on attributes" thread and seeing that it's still going I once again started to wonder what method would Josh Sawyer use to make attributes have balance and to remove dump stats. The first thing I did was make a list of the known (unofficial) attribute names Strength - from the RPGCodex Q&A with Josh Sawyer earlier this year, he revealed that at that current state in time, there was an attribute that governed Damage and bonus healing. The reason I think this is Eternity's Strength Attribute is because in other posts he ha
  5. For Wasteland 2, the community had significant impact on what attribute system was ultimately accepted. Is there an attribute system would you like to use? Do you have any suggestions for improving traditional concepts and systems? I for one, would like to see Strength and Constitution to be merged into one (physical) Fitness stat, and Intelligence and Wisdom to be refined into a Reasoning stat. Furthermore, I would like to see Charisma evolved beyond just the ability to interpersonally influence others, but also as reflection of a character's identity, sense of self, and fidelity to it. P
  6. Forum search didn't turn up much specifically for this, so I thought I'd start my very first topic. (I got the idea from the Barbarian thread, 8P) What kind of problems and qualities are there in various racial bonuses and traits (sometimes penalties, for balance) from previous games, and, naturally, how could this help determine how to handle them in P:E? Personally, I'm not a fan of the "this race is basically meant to be these 2 classes, and that's it" "bonuses" that are sometimes seen in RPGs. "Sand Elves -- Suffer an inherent -3 to STR, but get 150 bonus mana!" That's basi
  7. I don't enjoy the idea of being overshadowed by my party members. That's mildly discouraging when they're another class, but when they're the same class it gives you the feeling of "why bother". I do enjoy some ego flattery, after all. Edit: I meant companion characters, obviously non-companion NPC's could be quite challenging
  8. I'm curious. What does everyone expect of non-combat roles? Will they be purely skill-based, or will we have statistics to raise/determine our ability with certain skills? Will they overlap with combat skills? Let's say PE uses 5 main attirbutes for combat: STR - +dmg with melee weps, increase maximum equipment weight AGI - +dmg with ranged weps, +evasion CON - max life, stamina regen rate INT - +dmg with spells, +accuracy with weapons WIS - +max mana Lets say these are all the planned non-combat abilities for PE Sense traps / Awareness Disarm Traps Lockpicking Pickpocke
  9. Hey, a new forum to spoil with another tilted poll. So you'll meet potential companions. Do you want all to be equal in their abilities (within their class). Examples are incorrect, I don't remember the stats or levels or characters or stuff. That was largely the case in BG and such, the girl from next door is basically the same as a master assasin you come upon later. Granted, the girl is level 1 and the assasin is level 5 (but so are you and the girl when you meet him). Now this pretty much worked and didn't bother me much at all. All were D&D adventurers afterall. But I k
  10. Should there be funny (but useful) perks and traits available when creating and leveling your character? And should abnormally low stats/skills (e.g., intelligence) affect dialogue and gameplay in a humorous and not-necessarily-game-breaking way? Finally, should there be items/consumables/wearables that affect gameplay in a humorous way as well? For example, in the Fallout games, there were perks and traits that would give you bonuses (e.g., to defense and bullet resistances) while lowering your charisma (essentially a terminator-like perk) -- or ones that would cause you to leave a bloody
  11. 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 ch
  12. Hello. Rolling-up a character in the old-skool IE games was fun. As Psychoblonde said in another post, re-rolling stats using virtual dice is fun. Not point buy. Not select-a-character-and-go. No, listening to the theme music whilst drinking beer and clicking to get great stats. Now I know some very serious hard-core types like playing gimped characters as a challenge. More power to your elbow, and if you want to donate those unused ability score points to me I'll happily take them. Anyhoo, on to character generation. It should be fun. It should be a mini-game. Look at the personal
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