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Showing results for tags 'Feats'.
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A simple thread for community brainstorming, suggesting possible feats or traits that allow different builds and methods of role-playing. Weak of body/Strong of mind You were born the runt of the litter, weak of body and with a Soul that was broken and shattered, and you suffered. But you would not give up, you would not die and you would not accept that only the strong deserve life. You fought against this injustice, you struggled tooth and claw to survive, against everything that life could throw at you. Your resolve became as iron, and your will was unbreakable. Effect: Might su
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I've mentioned Weapon perks before, but I thought it warrants a more in-depth explanation. What are these exactly? In short they'd be similar to character feats (D&D) or perks (Fallout), only attached to a weapon (not all of them would be beneficial, however), e.g. 1) Harder to parry against (Flamberge); 2) Tiring to use (Greatswords); 3) Light (Smallsword); 4) Can misfire (Firearms); 5) Can be concealed (Daggers); 6) Ignores armour (Firearms); 7) Increased critical chance (Rapiers). How would it be decided which weapon has which perk? Here are a few methods : 1) Some w
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There's no mention of feats on the Wiki yet. I'm hoping/guessing it's something that will be implemented in one form or another. In the meantime, let's discuss feats we'd like to see in Project Eternity. I'll start. (And I'm using 3E terms here). Thug - Add STR or INT bonus (whichever is highest) to all intimidate checks. - Bonus to crafting and deploying Thrown/Grenade-like/Splash weapons. Extortion [General Feat] - Prerequisite: Thug feat. - Like the pickpocket skill, but make an intimidate check against friendly or neutral commoners. - Success = A few GP or item. - Fail
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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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- Attributes
- Ability Scores
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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
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- character creation
- replay value
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