Blablachar Posted September 17, 2012 Share Posted September 17, 2012 So yeah- it mostly derives from the idea, that our group of heroes shouldn't be "godlike" and able to cut down enemy armies in a single sweep. In order to survive I believe we should concentrate on wide range of trickery and talking our way out of the though situations (pacifist playthrough included). It's easier to implement in populated areas like towns, but what about dungeons and wilderness? Well, let's say that we have an option to avoid (and gain exp as well) enemy pack, by blocking the road for example (so they can't reach us and are trapped) and setting the floor on fire- in order to do this, we would need for example a very strong team member to block the road and a mage with w fireball spell. It's all contextual action- if we don't have a teammate with high enough strenght and the second one with the fire spell- we can't carry out the mentioned idea and need to resolve to standard fight or other trickery. Or healing the wounded traveler (heal spell necessary) and convincing to go in some direction (high speach or lie) and thus making a bait for a pack of enemies, so we can slip unnoticed out of the tough situation. Not only it would "spicy up" the dungeons exploration, but gave the reason to invest points in some skills, that be unused (or used less) if concentrating on the fighting ones only. What do you think? 2 Link to comment Share on other sites More sharing options...
Pangur Posted September 17, 2012 Share Posted September 17, 2012 I would love to have a lot of non-combat options. Actually that's how I almost always play an RPG. If I can avoid the battle I avoid it, be it by diplomatic or stealth means, because hacking through hordes of enemies quickly becomes boring for me. Link to comment Share on other sites More sharing options...
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