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Found 55 results

  1. Brainstorm = Cipher ability Hi I've had some thoughts on a system lately and it's starting to form more and more. The only issues with it (until I get feedback from lovely you ) is the Non-Lethal path (which wouldn't get as much combat skill or armor, not in the same way). First of all I've got thoughts on an Experience gain for more than just the Character and/or Out of Combat (coming soon in another issue of the WoT). Here goes: Growth Weapon Experience Sword Level 1 67/500 to Level Up (Caps at Level 5) So enemies, regular enemies, give experience, but only to the weapon you are wielding when taking down enemies. When you gain a level in the Weapon you could gain an "Ability" or choose between 2 (X-COM style). Having a weapon in your Off-Hand levels both that Weapon and your Off-Hand. In essence this is what the Baldur's Gate "experience" really is. Gain experience when you've taken down an enemy, not by slashing. Off-Hand Experience Off-Hand levels in a way which gives you a better Shield-Arm, or a better Dual-Wielding experience. Magic Tools do not grow in Experience in the same way. Off-Hand can be split up into 3 4 5 6 Sections (you know what? Let's just say "Undecided"). Works just like Weapon Experience in that you "Gain Experience in that you are Wearing". If you choose to have 2 Swords you'll get Dual-Wielding Experience, having a Two-Handed Weapon gives you Two-Handed Experience. You can't get Experience for 2-Handed when you've got a Sword & Board etc. etc. if you get Level 3 with a Sword and Equip a Sword on an Off-Hand would give the Sword Experience on the Off-Hand a Penalty (based on Dual-Wielding). If Dual-Wielding is Level 3 and the Sword is Level 3, no penalties, but if Dual-Wielding is Level 2 and Sword is Level 3, the off-hand Sword becomes Level 2. Simple? Magic Wielding works in the same way differently and covered throughout the post. - One-Handed Experience (One weapon, 1 Sword) - Sword & Board Experience (In Essence Sword & Shield) - Two-Handed Experience (Single Two-Handed Sword, Staff is a Hybrid) - Dual-Wielding Experience (Two Weapons, Sword/Sword) - Magic Wielding Experience (Off-Hand Grimoire/Magic Tool, Staff is a Hybrid) - Unarmed Experience (Fighting with knuckles, a Hybrid with a Grimoire) Spell Experience Is different, and based on your Character Level and resources (finding scrolls/buying scrolls at a merchant/Wizard) as well. A Magic Missile would shoot 2 Missiles at Character Level 3. But! Magic Wielding Experience makes Spells stronger and leveling up Magic Wielding could give you 2 abilities to choose from (X-COM style) to determine Effects of the Spell (Fire Magic Missiles? One Large Magic Missile that is charged longer?). Armor Experience The Armor is purely resource based like Spells. But more like a Skill Tree in your Inventory/Equipment screen. You slay a Bandit, you grab some resources to be able to Upgrade your own armor in your inventory (No "Light Armor, Medium Armor or Heavy Armor Skill" <- Based on Character Level). Some Armor Upgrades must be done by a Craftsman in town, whom you must pay gold to Upgrade your Gear. Armor has no Levels entirely, but that [Tier] Armor would have 3 slots that you can upgrade in 2 different ways each (X-COM style). Unlocking more Armor (Higher Tiers) requires Character Level Growth. Finally, it's not like you are going to be able to strap on that guys armor that you just cleaved in half. Character Level This is purely dependent on Questing, "Experience is only gained at the end of a Journey when you Understand it". This level determines the Armor you can wear (Tier 1, 2... 4) Weapons you use (Tier 1, 2... 4) Spells you can cast (Level 1, 2... 9). General Strength Growth. More Armor slots in your Inventory (Helmet, Gloves) a linear simplified License System (FF12). Progression/Summary You have to take down enemies to get resources, taking down enemies makes you better at wielding your weapon and looting enemies gives you better equipment. To be able to wear more equipment, or better equipment, you have to do Quests to grow in Level. As a Level 1 character you are limited to the gear you are Limited to basically. This system is very combat centric, like every system out there really. Non-Lethal Approach (Feedback and thoughts needed!) Work in progress. This is difficult because from my perspective it is a playstyle, the stealth approach. I would play with 3 party members, max 4, in a stealth approach. Mostly light armor wearing characters, more than that would feel more and more as an "attention" gatherer (Really, 6 party members in a City and specially in a dungeon would gather more attention). Stealth is a difficult matter regardless in a Party-Based game like P:E, Baldur's Gate, Icewind Dale, Planescape: Torment. It is doable of course, but designing an open world with it in consideration I believe is very difficult, it's like building one game inside another games. Magic & Tools Next on the list is Magic and Tools of Magic. How do you use Magic and what are the tools for it? Who can use it? The Grimoire of Dark Arts All Magic, Arcane, Blood, Elemental, Necromancy and so on. Needed for the most powerful ritualistic Magic. These examples below portray the "Main Weapon" Strength, the Grimoire is really the Power tool and the Spells within it. Grimoire+Hand would throw spells from the Grimoire real fast, but it would also be weaker than throwing spells with a Wand. Having a Sword in your Main Hand would allow you to cast spells with the sword at a long range but it would really be weak. You could send your Sword (Force Throw) at enemies, enchant the Sword with powerful Magic and so on. * Hand & Grimoire: Arcane, Fastest & Weakest. * Wand & Grimoire: Arcane, Fast & Weak. * Dagger/Sword & Grimoire: Blood Magic. Weak Arcane Magic. The Crystal of the Mind Mind-Magic/Psionic, a Cipher's tool. Usable by a Wizard too. Holy Scripture and the False Word/Song Paladin, Chanter and Priest. Using a Grimoire on a Paladin/Chanter/Priest makes them "Fallen" or "Corrupted" in the Eyes of their Faith. Poems, Songs, Chants, Partiture The Chanter's tool for singing, a Rogue, Monk and a Priest can use it well too. Staff * The Druid's Tool of choice. Strong Elemental Magic, if Staff's aren't necessarily 2-Handed (putting a sword in an off-hand) the Magic would be weaker but the Wizard/Druid could fight close range better. A Grimoire and a Staff would cast slow strong Magic. Only having a Staff on a Wizard would let him cast the strongest Low-Tier to Mid-Tier as well as some limited High-Tier Magic. Mon, Druid, Wizard and Chanter preference. * A Monk could use the Staff to channel Elemental Magic for close range (Hitting the Earth with the Staff sends an avalanche or a rock slide towards the enemy). This is really interesting (IMO) for a Monk because the Monk doesn't necessarily "strike" the enemy but asks for the aid of the Soul of the Land. A horizontal wavering with the Staff could send a Wind Slash at enemies. * The Wizard would use the Staff as a power tool, whilst the Druid uses it as a Naturalist. Using the Nature in combination with their Faith, giving and taking. A Wizard would only take from the land when using Elemental Magic, without giving anything back (Which could give other consequences). A Druid could very much dislike a Wizard holding a Staff. * Chanters use the Staff to vibrate their voices, as if tuning, enhancing their voices and/or in a way to shatter bones and nerves with a powerful verse of sound, vibration and frequency. Metal Staff's purely. With this list went through, could Items determine the Class? Multi-Classing I've got a Fighter, I go through the first prologue area (take down some enemies along the way) I get slightly better with a Sword & Board (not even close to leveling it up, 1/5th of the first level perhaps), got some better gear from the resources I gathered. I get to town, finish the first initial Quest and I gain 1 Character Level (Now Level 2). I remember Obsidian saying something about "Quick fast early levels". I'm in the first town and I've got some gold so I can upgrade my armor at the Craftsman, maybe there is 1 Companion or 2 in this town that I can recruit as well. As the Equipment Screen is like a "Skill-Tree" I choose to go to the Wizard and upgrade my Off-Hand to a Grimoire instead, so now my Fighter is in essence a Fighter/Wizard. I can keep a Shield in the inventory and switch around for situations between Grimoire and Shield. Likewise, if I make a Wizard and I pick up the Sword I suddenly have a Wizard/Fighter. Using the Grimoire in battle and taking down enemies would not give me Sword & Board experience (as it isn't equipped) but instead experience in Magic Wielding. With Items and Equipment being tied to Classes, you could make a Chanter a Chanter/Druid, or a Druid a Druid/Barbarian and so on and so forth. Being able to upgrade the armor accordingly to your "Build". In Baldur's Gate there is a limited amount of experience that you can get, so choosing a Build early is important for the Growth of your character (Unlike TES, where Experience is Abundant and you could become a Master at Everything). Have a great wonderful day And of course... thoughts?
  2. What the title implies. What kinds of characters interest you. What characters you ran across that are awesome/badass/funny/great/whatever and you'd love if the develoeprs make something similar. So post here. What are some of your favorite characters. Give the writers ideas and inspirations. Me? I'd want to see something like King and his 2 bodyguards (Niels and Bohr) from Exiern. They are utterly awesome. Here are some of their moments: http://www.exiern.com/?p=1023 And if you're lazy to read to 5 strips that follow..the conclusion http://www.exiern.com/?p=1034 http://www.exiern.com/?p=1040 http://www.exiern.co.../?p=1667��(king being himself - 4 strips) http://www.exiern.com/?p=907 king and guards - 1 strip http://www.exiern.co...rn.com/?p=968�� - king beein creepy (6 strips) http://www.exiern.co....com/?p=1303��- Niels being awesome http://www.exiern.com/?p=2285 - some side humor http://www.exiern.com/?p=1083 - Bhor the maginifcent http://www.exiern.com/?p=1334 - more from king and his guards (6 strips) http://www.exiern.com/?p=1373 - "evil" Niels http://www.exiern.com/?p=2270 - Niels talking
  3. What information is available on this? For some reason ive seen little discussion on the topic. Can we expect sliders, portraits or a choice of premade faces and minimal alterations? If there's one thing modern rpgs have done right, it must be the ways we can customize our characters appearance, deepening the immersion and personalization of the game. If i missed any obvious choices, do tell.
  4. I hope that our soul is not just a mere plotdevice and that it has a significant impact on gameplay mechanics. I think it has potential to offer a complete unique gaming experince. The perspective our devs have i hope is more on line with P:T and MotB. My thoughts about a "Soul" progression starts with "Soul Aspects" and a "Soul Map" Like this there could be beacons to show you on which path your soul is wandering. Imagine this, You start at the center of the "Journey" your soul takes Your actions, how you treat, talk to other NPC's in regard of those aspects will move your soul in the related areas. How near your soul moves to those aspects will grant your character bonuses even extra attributes. (Each aspect should reward you in some way) The NPC's would probably react to your "soul" some positive , some negative . It would depend on the NPC's character The downside is, this kind of a system renders alignment selection obselete, since you are determining who you are through your actions. Is this kind of a system a good idea? Would you like to see something like this? If yes, what Aspects and bonuses would you like to see?
  5. Alright, this is more of a specualtion thread. So, we know that choosing your race will strongly determine your position in the world. Prejudices against races will be different in different lands, somewhere humans rule, somewhere they are hated. Also there have been hints that your class might have a minor influence, as to mages might be hated by some groups etc. And that pushes us to the question of gender. As of late most developers, who implement gender choice in their game, tend to make the game indifferent to this choice, making it little more than a cosmetic one. Sure, your romance options may change, your visuals may change, and if conversations are voiced - your voice will change. But usually that is the limit to what is one of the most definitive characteristic of a person. Indeed, in a fantasy setting, which is based on medieval times(even if a bit too loosely) wouldn't it be quite logical for many occupations and even activities to be strictly divided into masculine and feminine. Maybe it's just me, but wouldn't that be more engaging? Imagine a female character. Let's say she's a warrior class, swinging sword is what she does for a living. And maybe she's quite good at it, but why would anyone newly met take her prowess and experience as granted? I can't imagine male soldiers, noblemen and such acknowledging her easily. At least at first. At least until they get to know the character better. And even then you can't expect everyone to like her. She wouldn't be trusted to go on the most important assignments, and know the most important aspects of the state of things. Maybe she wouldn't be permitted to enter a tournament or something. I even bet some self-important bastard would even take on a grudge on a woman taking up a sword. That could lead to a conflict, either open, or concealed where she is ambused in her sleep etc. And now we move on. We've seen our first city, felt first grudges, fought our first foes. Now we march into more rural placees. And what do we find there? A cenobite monastery! A tied female character is gratiously taken in, offered food, water and roof to sleep under. Maybe the Grand Cenobite has a long issue needed to be resolved and she personally trusts the female character with that issue. Maybe it's not just a monastery, but a part of a grand order and the female main charachter might even have a chance at joining the order's holy warriors caste. And here a male main character comes along to the monestery. He is met with deep disdain and distrust. All communication is done through a proxy - a eunuch monk. The most this male character could count on is to be offfered a sleep in the pig stalls, along with pigs. And food? Well, sure! If you can take it away from the pigs. Oh, of course the Grand Cenobite has something so ask him of as she sends her eunuch proxy with a message - chase away the wolves who love snaching away monastery's pigs. And then be on your way - we have no more use of you. On the other hand, as the male charachter enters an aforementioned city, where a woman was met with great prejudice - soldiers meet him as an equal, noblemen respect him. And that one bastard who tried to assasinate the woman may even be as nice as to help the male character rise faster in the society, put in a good word for the male charater to be enrolled into high tournament and probably made an officer. Now imagine gender prejudice mixed with racial one. Imagine our heroes venturing into some sort of elven(or something) society, which might be deeply matriarchal. And even though both our heroes might be insufferably human, the female would be tolerated even if considered of lesser species, whereas the male would be treated outrightly as little more than a slave. Again this is a speculation thread, since gender differences this great in story are probably too much to be implemented. Yet still, isn't it fun to think about it? Itsn't it engaging to contemplate such possibilities?
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