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Showing results for tags 'attributes'.
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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
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Okay, so I couldn't find reference to this anywhere else. Do we know how starting attributes will be determined? Will it be a virtual 3d6 roll? Or a standardized point allocation system? Or something else? The reason I ask is because the problem I have with a simulated dice roll, is that I imagine most people will be clicking re-roll until they get suitably large amount of points to allocate to attributes. Is it worth admitting this and just say "everyone gets this many points for attributes"? Thoughts? Preferences?
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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
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PE's current attribute design appears to be a bit bogged down by player expectations and nostalgia and the current design has combat stats spread across attributes very thinly due to the removal of defenses from the equation. This questionnaire will ask some very important questions about what you as a player want to see in Eternity's attribute system and will allow you to give your perspective on some of the nostalgic points of the IE games attributes. This is not a poll as the player's opinion is more important than their vote and it will give the designers a chance to read through what yo
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Looking through the PE wiki just now, I realized that there wasn't much information on level advancement. Since I couldn't find anything solid, I want to get a general feel how the community feels about it. 1. Should the growth of stats like accuracy, defense, skill points, and health/stamina be dependent on class? 2. Should stat growth be more exponential or linear? 3. How often(if at all) should attribute growth happen? 4. At what rate should a character get talents, and should some classes get them faster than others? 5. How should the XP requirement for leveling up be d
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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
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Okay, I can tell I'm going to make a fool of myself and my limited knowledge of the DnD system used by the games that have inspired Project Eternity, but oh well. Traits and statistics. The qualities and numbers, respectively, that define our characters. What would we like to see in Project Eternity? It might be intuitive to think that Project Eternity will mirror the classic cRPGs in this regard, but there is always room for innovation. ============================================================================= Statistics broadly fall into two categories: basic and derived. Basic st
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