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I strongly believe Pillars' character creation system s the best and most fun in any crpg thus far. I found myself starting over just to make a character I had in mind and just play with him or her for a while. Today I was in a mood to make a fantasy all star party so I rolled a character and played till reached Black Hound inn to make the rest of the party. Then I wanted to make the party I play with some friend on a tabletop game etc. You get the idea. I was thinking: What if the character creator existed also as a standalone feature at the game's main menu. You can go there and make any level 1 character as save them. Then, when you start a game, or you want to recruit a hireling, you can pick any of those pre-made ones. Maybe you can also export characters and send them to friends etc. I'd fancy this feature
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Upon changing to the beta patch of the game on steam, my adventurer (not currently in party, hanging back at the stronghold) vanished, and all her equipment with her.
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Adventurer Creation Issue
Balashka posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
The problem is, when I go from attribute allocation on the Create Adventurer screen from the inn, when I go to culture, I select a culture and go back to allocate, but it just jumps back to Aedyr, while this solution works perfectly on the normal, starter character creation screen. I would like you to fix it, because right now I have to calculate again, and it would be welcome that if I go to culture screen, it stays and when I go back, I can allocate normally without jumping back to Aedyr. For example, it stays on Old Vailia and when I go back, I allocate how I would like to. Thank you, I like the game very much, besides this.-
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Not playing the beta (I don't use Steam), but I watched: Is that still the case in the current beta? If so... It costs a minimum 5000cp to create a full party? Unless it rains coins in Dyrwood, that seems damn expensive. You could rest 25 times in the most expensive room in the inn for that amount. How about an option to say: "I'm looking for an old friend." to which the innkeeper could respond: "Tell me 'bout this friend of yours and I'll tell ya if they've been around..." Is that too much to ask? Pacing is not an excuse: The number of companions could be limited by level if pacing absolutely required some kind of limitation (which I doubt). Nor is ignorance of player desire to roleplay a group of adventurers rather than hire mercenaries an excuse: http://forums.obsidian.net/topic/61516-the-adventurers-hall-should-not-be-a-money-sink/ Nor is "realism" an excuse: Maybe a rogue wants to join me because I offer them a suit of Shiny Chainmail of Awesomeness. Or because I'm a famed adventurer. Or maybe I'm just charming as hell. Who knows? Why enforce some arbitrary fee? What good reason is there to screw players that want to build a custom party?
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Different types of paths and/or professions. Starting off as nothing but a commoner, the Event might not have happened or it is what happens on Square 1, opening scene or whatnot. Regardless, I'll use the "commoner" because I think that appeals to most different styles as possible. I had this idea for a mod for Baldur's Gate, instead of starting off as a "Fighter", you start off as a commoner. Going to Winthrop could make you a Bard, to the Priest and you can become a Cleric etc.etc. different types of professions instead of "just a class" that you choose during character creation. Being a commoner, we're in the first city, money is low and need cash. These different "Professions" wouldn't just be the "Class", but it could be woven into "Factions" and "Economy" as well. Having a "Proffession" generates "Income". But not only that, a different approach, from a different angle depending on which Profession/Faction you choose (to a start, you could always switch, what with Reputation). You could become a Guard, and your quests would be related to patrolling the streets, which would lead into deeper conspiracy, like the cop in L.A. Noire you start to suspect your superiors or whatnot. Anyways, your Fighter class getting stronger. Likewise, if Economy+Food also gets important somehow, becoming a Thief pickpocketing could also be a "Profession" and a way to get an "Income" going. The Thief would in turn also go his/her own path, perhaps through the Thieves Guild or even through stumbling into a Noble's house that happens to be woven into the grander scheme. With "Professions", there could be several different paths. As a Wizard and a magician, you might be granted audience with the "King", whilst a Thief might be visited by an associate to another King, when the Thief has been thrown in "Jail", leading to another "Faction". A Chanter or a Bard might seek work on the streets, or at Church, earning some little copper and in turn gets discovered by some aristocrat who pulls the Chanter in. Or perhaps you can go about and learn to master "Ancient Poetry" and spreads wisdom and investigates deep ruins. A treasure hunter who goes down deep dungeons and across land to find treasures dug down in the earth. Following in-designed riddles and clues. Some of the treasures being tied to an even greater plot. All part of the same grand plot, but simply different paths. Too much? Thoughts? Do you have any more paths that could be explored? Other Professions? Regardless if it would be too much for P:E, could it serve as inspirational material? Please, share your ideas for different types of "Fantasy" professions. Perhaps a "Monster Hunter" could be an actual profession, and at the top of it's "quest tree" you become a "Dragon Slayer" or as some would like it "Mythical Creature Slayer".