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  1. What are your thoughts on the diversity of roles that any given class can take? Should classes be more linear in their character choices, focusing on a specific role, or should they be more diverse, capable of taking a variety of roles based on choices made? I realize there is already a topic similar to this, but if I remember correctly, the topic is about a year old. So instead of bumping an old topic, I wanted to start anew and open the topic with some ideas of my own in regards to roles, classes, and party dynamics. The point of this topic is to throw around ideas for how classes should
  2. Hail, elves. It's been a while since we've had a mechanics update, so I'd like to cover a variety of topics today: the basics of our "non-core" classes, our cooldown system (or lack thereof), an update on how attacks are resolved, and another update on the evolution of our armor system. I'd also like to show you a dungeon tileset test render and some sweet shakycam of some of the combat basics running in engine. Non-Core Classes We've previously discussed the design of our "core four" classes: fighter, priest, rogue, and wizard. The non-core classes are the other seven: barbarian, palad
  3. Now I know this will go against IE games set, but it will sense of realism. Instead of choose your class in the character creation, the player can choose their class in a school during gameplay. These have been games that apply this mechanic already like TESV: Skyrim and I sadly mention Maple Story. Players can choose his or her profession during gameplay, and this can adding a sense of maturely and uniqueness to the player. For example If the player wants to be a fighter, he and she can start at renowned barrack with a possible quest line Or if the player wants to be a specific class lik
  4. I am. A new element to branch out of would be a great way to add replay value and something new to the genre. Fire, water, ice, earth, lightning have seen its fair share of use since the ancient greeks first go the idea they made up the cosmos. Well, now that its 2013, how about we draw some information from more current sources understanding? Biology, particle physics, quantum mechanics, there's a great deal of awesome fields of knowledge to draw inspiration for! Why isnt anyone trying something new like this? The setting doesn't necessarily demand it, theres no rule saying a fantasy rpg has
  5. What do you fink about power limits in eternyty shoud it be like jrpg 1 hit everythng burns or more realistic ?
  6. So, how are skills assigned in Project Eternity? Besides being "skills". Which brings up classes as well, what defines a "class" in PE? So far as I know, neither has been decided yet, besides "classes need to be flexible." "A wizard should be able to pick up a sword and be a melee fighter" paraphrased. What then defines a class? Well, let's take one, a barbarian. What defines a barbarian? A barbarian charges into the fray, heedless of safety to slaughter his enemies. So if that's what a barbarian is, that means that's what other classes aren't. Meaning, say, a unique set of skills only the
  7. Ok, I recognize that we have a lot of different threads about individual classes or sets of classes. I'd think a major issue is really how each class fits into a role within a party. While the designers have expressed a desire to have flexibility enough where a party can be comprised entirely of one class, it's also been expressed that certain classes will naturally be stronger in certain areas than others. So, I think looking at the system from a bird's eye has some value. I'm going to provide a sketch of what I perceive as class tendencies and their natural roles, and others can add thei
  8. Since we are going to find out more about up to four classes soon, I was wondering which classes are the ones people are the most curious about. On one hand, we have Druids, Monks and Rangers where we have very little information to work off of. On the other hand, we have others classes like the Cipher, Rogue and Paladin where even though there is released information, there are at least some of us who want to know more MORE MORE because it has piqued our interest, or it is our favorite typical class, or some other personal reason out there. So in short, if you could pick which 4 classes
  9. I hope that in PE, every additional party member can add something useful to the party. Don't make too many class abilities non-stackable; it should make a difference if you have one, two or three bards or paladins in the party, rather than profiting from only one of them at a time. If that means making these class abilities more offensive rather than defensive/ passive, so be it. Of course this also has some overlap with the skills issue, like having different conversationalists/ scouts etc.
  10. probably too late to squeeze into the budget (maybe in expansion?) or someone already suggested it... Basically a class for more senior gamers who want to finally become that fat merchant character who made fortune on them in every RPG they ever played. You start with ridicules amount of gold you made by selling crappy overpriced equipment to adventures and buying their loot for pocket change and you got idea that you might make even more money by cutting out the middleman and going after the loot yourself! Despite having ability to sell vegetables to Ogres and having money
  11. I know that I am odd in this regard, which is why I make no claims that my view is in any way representative of the population present on these forums or elsewhere. This is a personal rant, and I say rant because it comes entirely from an emotional need I posses for which I have no logical explanation. I'm posting it here because if I don't, and this game fails to reach the admittedly high bar I set on this topic, I'll have only myself to blame for never having tried to make a difference. This way when it doesn't meet my requirements I can simply resume grumbling to myself, and I'm only out my
  12. Hello Forumites and Members of the Obsidian Order. Given what has been revealed about the world thus far and the overall theme of the playable races revealed, it is to my understanding that we will be given a pallete of tolkien-esque playable races that may or may not be flavored in ways to make them interesting and not generic. Obviously if all the playable races were something odd like bug men, alien like slugs with psedopods for vocal speech with multiple eyes, ghosts and ghouls, or anthropomorphic/magical Animals like Gnolls, Dires Tigers, and Werebears [oh my!], then the more hard cor
  13. I took the time to sum up all of the classes, companions, etc. that will be included in the game BESIDES the amount of content (quests, areas, NPCs, etc.) that is also included. I thought some people might be interested in seeing what we are getting without the need to search for the info. At $2,5 million we will have (summed up): 6 races (human, elves, dwarves, godlike, ??? and ???) 9 classes (fighters, wizards, priests, rougues, rangers, monks, druids, barbarians, ciphers) 8 companions (edair, cadegund, aloth, monk dude, dwarven ranger chick and 3x ???) Tell me if you find a mi
  14. http://www.youtube.com/watch?v=1Uyzap5FcgI This update is going to be a little different. Instead of doing an update on a topic that we chose, we asked readers on reddit to submit questions and vote them up or down, and on Friday we took the five highest scoring questions to answer here. You can visit the Project Eternity reddit group here: http://www.reddit.co...rojecteternity/ and the Q&A subgroup is here: http://www.reddit.co...ns_answered_by/ Let us know if you like these Q&A updates, and we can look into doing more of them. Tim. AtheistBots asks... Cl
  15. They've made it clear that Souls are going to be a key thematic element of the game. They've mentioned "Strong Souls" "Lineage Souls" "Travelling Soul and" so on. So what element do you think Souls represented by Races or Classes. They've said that magic is powered by souls so I'm inclined to think Classes. So someone born with multiple Souls could be a multiclasser, someone with a "Strong" soul might be a fighter, someone whose soul has been to divine realms might be a cleric, one with purity might be a Paladin, one with lineage might be a wizard, and so on. Alternately it cou
  16. I've seen countless threads on a variety of topics, and having watched the forum like a hawk, I.. don't think I've seen a thread like this. If there is and it's not antiquated already, point me in it's direction and I'll see if I can trash this thread. Saw one for races a while back, but none for classes. Anyway; We already know that we will be seeing some traditional fantasy "races" (god how I hate the way "race" is basically "species" in the fantasy context) such as humans, elves and dwarves (le sigh). So I think that a lot of us are also expecting the nauseatingly predictable classe
  17. 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 t
  18. I only plan on playing through the game once as one race and class combination, so I want you, Obsidian, to focus all your time and money on making that race/class combination the best gaming experience you possibly can. Please remove all other classes and races, since I don't plan to use them. I don't care which you include. Maybe you should have a poll and only include the most popular race and class. Also, I don't like doing sidequests, so none of those, please, and no extra regions. I find a world-map that's too large to be confusing. Please make the main quest the best you absolut
  19. How do you like to structure fighter / warrior classes. The traditional (1st / 2nd Ed) D&D route is to (a) choose specific weapons (b) put proficiencies into them (c ) maybe choose a subclass or kit and (d) use the right magic items. It was pretty straightforward and not as interesting as the spell-casting / stealth classes. 3E made things a bit more interesting with kits, allowing you to build a tank, 'light fighter', dual-wielder, berserker or whatever using a menu of symbiotic skills, feats and classes. Then prestige classes came in and killed it. Then I started thinking ab
  20. 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
  21. I love social specialists in RPGs, and I would love to make a party leader who had real leadership abilities. I keep thinking back to my fantastic character in Arcanum, a well-bred lady who went about in a fine purple dress. Her magical abilities were minor, but adequate to justify her place in an adventuring group. Her main "power" was her great personality which allowed her to lead a large team of more rough-and-tumble companions. (The companions in Arcanum were wonderful, weren't they?) That character was possible because of Arcanum's classless system. I would love to be able to
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