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Found 7 results

  1. The scrolls of Moderate Healing and Major Healing appear to be exact the same (+60 Health restored): Shouldn't there be a progression, like with the potions?
  2. Does anyone know how scrolls work in Deadfire? I'm not watching the streams, but if someone is and can explain it here, I wouldn't mind this particular spoiler. Let's say I want to play a Chanter, could I use scrolls instead of multiclassing with Wizard? I know I would lose some abilities from grimoires and I would need to have high Arcana, but would I have an easy access to wizard spells? Or is it like in PoE1, easy to craft but only specific spells are available for scrolls? Edit: Spell options for scroll crafting in Deadfire:
  3. I noticed that often when I order a party member to cast a spell from a scroll during a big fight, said party member more often than not starts casting but stops before the casting is finished. Not only that, but the combat log says that the party member used the ability yet the scroll is unused and the spell is uncast. Scrolls of paralysis seem to be the exception, interestingly enough.
  4. hi, i'll go straight to the point: Aloth the wizard has third level and higher magics, but i can use only up to second level magics even if i learned third level ones (atm). I mean, the "icon" with the "III" near the "II" which shows second level magics isn't there. Why? Did i miss something? Also i can't use scrolls which need 2 erudition even if i have 7 erudition. wut
  5. I've been on the fence for a while about how I feel about consumables in games. There's been some debate about potions which I mostly agreed with: Either you have an overpowered effect and the consumables become game breaking, or they fulfil a use which you can otherwise get using abilities of your characters, in which case they get unused. Consumables tend to be wasted if the intended effect is either useless, underpowered, or not applicable; or if combat is likely to resolve successfully without the use of consumables. Many consumables will either be too specific in application to be used broadly, or the intended effect is not certain to be worthwhile using a one-off. So here's an idea (but feel free to post your own): How about the consumables in this game, rather than having their own effects, boost the effects of specific abilities you have. Soul abilities affected by food or potions for instance, while class tools affect (class)skills. And I'm not talking about just buffing the effect, but possibly changing it. For example: say a "Day potion" will have different effect if you consume it for your defensive fighter, who's engagement ability now also deals damage over time to undead, your offensive fighter whose attack target can no longer use stealth, or your rogue whose attack temporarily blinds his target, if his target was in the dark. A player would be able to tell which abilities could be affected by the consumable using a colour scheme for skills/abilities and potions. For instance a purple coloured potion can affect any ability which has a purple icon. There'd be broader use for consumables and they'd be tactically interesting because of the different effects on different class builds. Consumables which boost or alter abilities which you already possess rather than give you something completely new and separate. Something which has nothing to do with your playstyle. (Currently consumables will always have only one type of use) thoughts?
  6. Many people do not like Vancian casting because it causes Wizards to often be passive actors with very limited numbers of actions. They are often torn between the choices of expending their limited and precious resource in an overwhelming manner on an "unworthy" engagement to participate, or throwing darts if not. The problem with non-vancian systems though, is that the frequency and reproducability of spells forces the scope of their effects and potency to be reduced for terms of balance. Enter the Scrolls and Wands. Scrolls allow you to hold infrequently used situtational and utility spells indefinately, without sacrificing spell memorization slots for more practical, desirable, and frequently used spells. Wands allow Wizards to remain a presence on the battlefield for ordinary engagements, so that they can save their "meaningful" spells for dire engagments and scenarios for which they were intended. To step outside of the proverbial convential box, imagine a scroll that is not consumed with use, but merely has a percent chance of being destroyed. My point is, that through the implementation of scrolls and wands, a spell system can be designed with maximum usefulness and originality, while preserving the utility and endurance of spellcasters. Furthermore, from a design standpoint, it is easier to create more consistent rules which limit wands and scrolls, than meticulously balancing out every detail of a spellcasting system without error. So don't forget about scrolls and wands! Food for thought. Ideas? Suggestions? Critiques?
  7. Alright, if you could change the title to Inventory Management Proposal *Edited*, this is the contents (and thanks): The following is my proposal for how I believe the inventory management system in PE should work. My goal was to provide interesting depth while avoiding as much tedium as possible. I'm going to go over everything from the backpack, to equipment, to currency, and anything in between. Most of the system is automatic to stop 15 minute inventory rearrangements, while alot of detail, this is simply describing why and how it works. I'm a D&D pen and paper DM, naturally you'll see some references to that here - not that it's out of place since baldur's gate and other games are D&D based, but don't feel special for calling me on it. If you aren't interested in the details, I’ve put spoiler tags around the bulk of things and left the examples and TL;DR visible. First and foremost I propose a system that combines volume and mass. Mass being your typical carrying capacity that's limited by your player's strength. Mass, Treasure, and Currency: Volume, Tetris without the shuffle games: Types of Packs: Time or Room saving items: Equipment: How this system works: When not in combat, your backpack will always be opened automatically on going to the inventory screen, when in combat, your other containers like quiver, potion clip, and scroll case will be open since items in the pack take time to get to. You can also then drag any containers to the ground, effectively dropping all that gear if you need to lighten your load before combat. This should save time compared to dragging and dropping individual items, only to pick them up moments later. Example of how it looks outside combat with an empty adventurer's pack (forgive me, I only have MSpaint to work with right now... >_>): Now here's the same inventory, but where a sword has been placed in the bulky slot, freeing up more volume. And now the same inventory where there are 3 of that sword. Clicking once on the swords would take one, but double clicking would take all of them. Shift clicking would bring up the take X menu. If autosorting was turned off, instead the inventory area would show enough small slots to represent the space in the bag, but where the shape only allowed one bulky (4x8) item to fit. If there were a weapon or item too long to fit in the bag, it would be forced into a strap slot. TL;DR Advantages of this system: - Depth and tactics that combat has rarely been afforded in other games. ---- Dropping a pack or belt with gear on it can allow you to lighten your load before a fight without dropping tons of junk. 1 drop and 1 pickup. ---- Equipping whole quivers of 60 arrows instead of bundles of 20 allows one to quickly refit an archer. ---- Taking gear from an enemy's dropped pack, or a rogue pick-pocketing a strapped on item. ---- Leaving cursed or poisoned items out on dropped packs for enemies to take as a new kind of trap. ---- Enemies taking gear and using it for themselves from dropped packs. ---- Containers serve more purpose but aren't necessary to keep a pack from filling full of tiny items. - Less playing the shuffle game, but still keeping things more interesting than an infinite adventurer's backpack of storage. Tetris is optional for those who want it. - Gems and scrolls don't take the same space as a full plate armor - Currency and bartering are more interesting as there's less incentive to just instantly sell everything you pick up. - Interesting variations of containers lead to new roleplaying experience (like the pouches that create counterfeit money) Neutral points: - Slightly more realistic since volume is accounted for - Automatic transference of items is a little unrealistic. Disadvantages of this system: - Some items may be automatically transferred to another character's storage item without you wanting it there. (I'm assuming 95% of gems and the like are going to just need to be sold) - No carrying 10 full plate armors in one backpack (items needing bulky slots like full/half plate should be rarer anyways) - No carrying 100,000 coins on one character. - Extra containers needed to optimize inventory space and time to acquire found items (however, these containers should be easily found on others and not need to be bought - most mages or clerics would have a scroll box, many rogues would have coin purses or gem boxes, etc. We shouldn't have to find what random shop is carrying a gem bag for example) - An enemy trapping you in your own portable hole and your party being unable to free you in time or dying would kind of suck.
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