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Showing results for tags 'Non-Combat'.
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A simple thread to suggest new skills for future games set in the Eternity sphere or elsewhere, to provide alternative routes, non combat solutions and more ways of resolving situations. Sapper/Demolitionist: As the engineer builds and provides mechanical answers to problems, so the demolitionist destroys or works around those answers. A mechanic may pick the lock on a chest, set a trap or fix a malfunctioning ancient device, the demolitionist will simply take a hammer and chisel and pop the hinges from a treasure box, take apart the trap and store the pieces, or render an ancient devi
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Obsidian has said that they are going to separate out combat and non-combat skills, so that the same resources are not spent on both. This has lead to some cheering... ...as well as some concern. The concern seems to chiefly come from those people who, at first glance, you would assume would be happy about non-combat skills getting to not be overshadowed by combat skills. I know I was. But it became clear - one cause for worry was the possibility that there'd be no way to make a more non-combat oriented character (or a more combat oriented one, for that matter.) And
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SO we're very early in development, but we've already heard a bit about skills in P:E so I'd like to ask everyone about their preferences. Going by what Josh Sawyer and Tim Cain have said so far they'll try to balance skills very well. They'll try to make them equal in terms of both power and opportunity. That's fine. In fact, from a professional designer's standpont that's probably what comes to mind first as an ideal. After all, you're literally selling your mechanics to the customer. If you give the player options, better make them balanced. Recently Josh made an example by givin
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I'm curious. What does everyone expect of non-combat roles? Will they be purely skill-based, or will we have statistics to raise/determine our ability with certain skills? Will they overlap with combat skills? Let's say PE uses 5 main attirbutes for combat: STR - +dmg with melee weps, increase maximum equipment weight AGI - +dmg with ranged weps, +evasion CON - max life, stamina regen rate INT - +dmg with spells, +accuracy with weapons WIS - +max mana Lets say these are all the planned non-combat abilities for PE Sense traps / Awareness Disarm Traps Lockpicking Pickpocke
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We're not sure what exactly non-combat skills are to be yet - we've got some confirmation on lockpicking, and some interesting talk about the new mechanics. Likewise, we have indication of non-combat skills being usable to avoid combat, and some information of non-combat and combat skills not relying on the same resource. I've always been a big fan of skill checks for unusual things, be it in dialog, mini-text adventures, or in obvious ways. Obsidian, from all of their games I've seen, has always been pretty innovative in this - whether it be the usefullness of appraise and survival in Storm o
- 28 replies