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Showing results for tags 'skill'.
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Very often when party enters a map, load a save, level up modals from weapon proficiency and AI disable on their own. I know that they can disable in certain circumstances (like changing weapon), but those seem to be totally random (especially AI). When the issue occurs it might affect a few characters (for example one will have AI disabled, another modal disabled, another one both of them). It's totally, globally, cosmically annoying....
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My ship crew has been stuck at 4 stars for ages now while the captain keeps gaining. Had me wondering. Is there a cap to how good the crew can get? Crew members are about to hit 110 xp and they've been at 4 stars (either 4 for one job or a mix 3+1 etc) for a very long time. The only exception I found was at brass citadel. There's a 5 star (3+1+1) recruitable member there but she's not getting any better since I got her either. Edit: Just to answer my own question after completing the game, yes 4 stars is the most they get (with one exception at brass citadel) at 25 crew xp iirc. If
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- crew
- naval combat
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Device: Samsung Galaxy Tab A | VER-565-20160810 | PFID-7C2B84EC54878488 Hi all, While playing quest mode, my party finally hit level 22 after many heartbreaking defeats. While it was good to finally reach that level, Merisiel ended up falling in battle and did not hit the level with the rest of the party outside of Amiri (19), who replaced a locked out one. One screen shows her with the lock by her name and the other doesn't but either way (13) Amiri is locked out. Needless to say, I was a bit displeased and disappointed, after hitting level 22, I did not get the reward. Since Meri was ve
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The Skill cheat command in the console does not appear to work as advertised. My character has 10 mechanics When I say "Skill player mechanics 15" I get a message saying "Player_New_Game(Clone)_0's Mechanics is now 15". However when I look at the character sheet, her mechanics skill is 25. Also if I save and reload, the skill level reverts back to 10. So it seems that the command somehow adds to the skill instead of changing the base value and the effect is not permanent. As a feature request, it would also be nice to have a AddSkillPoints command which would add skill
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Hello community, I am a long time RPG player, including both computer and PnP RPGs. Thus I have experience with these types of games. However... I do feel a bit overwhelmed, mainly by the lack of proper descriptions in this game. I decided to start with a ranged Cipher character. I read a few threads around this forum and have an idea what talents/spells are good picks. Skills, however, are a mystery to me. I want to ask - how many points does a character get? Because I want to put a few points in Athletics, Mechanics, Stealth, Lore... you get the idea. Now, I understand it mig
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There is a lot of conflicting information regarding whether skill checks for conversations and scripted interactions apply only to the player character's stats, or that of all members of the party. The wiki (http://pillarsofeternity.gamepedia.com/Skill) claims that "during any situation where a skill is checked against a challenge’s level of difficulty, the party member with the highest relevant skill is represented as the starting benchmark. If their skill outweighs the difficulty score, the player’s efforts succeed." This is a direct quote from the official manual. However, many playe
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There was a discussion about lore and how, in reality, after the first game or after the strategy guides come out, the lore skill can be meta-gamed away and become a pretty useless skill (degeneracy alert, Josh Sawyer). As such, I've been thinking about a few ways to make the lore skill more interesting to use and a useful skill for players to try to invest points in. There are a few goals with my changes to the lore skill. 1- Maintain the current "game lore" behind the "skill lore." That is that the lore skill would still continue to be a skill that represents a character's accumulate
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This topic is more straightforward than the ones I usually post, but here I'm simply asking how you'd like the mercantile skills to work in Project Eternity. In most DnD-based games I've played its given an abstraction centered around haggling and persuasion, and while this is part of getting favorable prices it obviously isn't the whole picture. Historically, there was of course quite a strong tradition of traveling merchants in medieval times, and I'd guess that this is because prices then varied between locations, just as they do now. Very few games make use of this in my experience, and I
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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
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I've been thinking about a sort of "Search" skill which is both a "Narrative" joy for players and developers but also some sort of mechanical "Hub" for other skills, making it cumulatively better. What can you fit into a "Scholar" reference in my opinion? * Lore/Codex * Cartography * Search Are there any more? Basically I am thinking about ways to make it even more fun to explore not just the outer workings of the game, but the inner as well. Perhaps "Scholar" could be a skill that upgrades per how much you explore? (In another thread I speak about another "Experience" table for
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From the last update it sounds to me like rogues will be DPS again. I always hated that concept, as it rarely made any sense. Why should rogues be DPS? Why do they get backstab and extra damage, and others don't? There never was any sensible reason or explanation for it. The first thing I'd do is remove the rouges backstabbing special power. Anyone coming from behind would get a bonus to hit and increased chance of critical. Fighter, mage, cleric - doesn't matter. The rogues role isn't DPS. It's skills. And also support. Even without a special backstabing power, the rogues flex
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http://forums.obsidian.net/topic/62190-martyr-like-paladinsaint/ Now, this sparked a thought.. how does Aumaua talk? Are there chances for Race specific Speech techniques? Could it be a racial benefit if your Orlan knows a language you do not (for diplomatic purposes, or maybe even for that ancient deciphering of that ancient book)? Would it or could it solve some balancing issues we've discussed in other "Speech Skill" related topics? Could Persuasion be specific to the Orlan's because they are born with the language of "Telepathy" or whatever?