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Found 5 results

  1. Sth that you discover and it isnt mentioned/covered by official Game Guide. My example: -npc Curnd that appear only at night and after you give him password he will sell rare stones for crafting , I wont write where he is to not destroy discovery for anyone
  2. Nope, this isn't a thread demanding answers about how awesome crafting and enchanting will be, or how will souls augment an epic weapon, but rather I wanted to talk about how much information should we the player get about magic items as we play through it? One of the weaknesses of RPGs with lots of explicit mechanics and lots and lots of explicit detail is that sometimes all of that lore and all of those numbers go so deep and is so precise that it removes any sense of discovery or mystery. It's like when you played in a PnP game as a teenager and finally got your hands on the Dungeon Ma
  3. No, I'm not talking about Sherlock Holmes and the butler did it. Mysterious signs, items, hints in conversations; all things I've been missing for a long time now. You find an unusual item, perhaps even in random loot, that has a purpose somewhere. No quest dialogue pops up or automatic quest markers to show you where you need to take it. You adventure across a strange carving in a tree that points to a hidden cavern somewhere without saying exactly where. A "rumor" you picked up at the local tavern leads to some ancient Pandora's Box somewhere on the other side of the world. But again, th
  4. One of my pet peeves about levelling up and character development is how the skill trees or magic spells are all laid out neat and tidy up-front. I can understand that for certain established classes, that almost all skills or techniques may be well known, so it can be laid in advance. However, for less known classes such as ciphers or wizards, is it really necessary to lay out all available magic spells or skills is such a perfunctory manner. Wouldn't it be better: (a) to allow the PC to have knowledge of spells and skill trees up to a basic level (say levels 1-3); (b) the higher
  5. If I remember correctly, BG2 has a small quest requiring investigation on some murder cases. In order to have more interesting quests, could we have something like this. There could be a series of preliminary small quests given by a guild or gathering of detectives. Undertaking these quests could improve one's awareness and detective skills. After undertaking a series of smaller quests, the PC could stumble onto the main quest. This could be an overarching plot, such a a secret clut ala Cthulhu that is trying to revive their Dead God by performing a series of macabre rituals through ce
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