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Posted

I apologize for a silly question, but this has been bugging me for awhile. I noticed Obsidian mentioned games like Baldur's Gate, Icewind Dale and Planescape which are games that are based on Advance Dungeons and Dragons rule set. So I'm under the impression that Project Eternity will be based on AD&D rule set as well?

 

I've been looking around but I couldn't find any explicit confirmation of whether this project will be based on AD&D rule set, a modified version or something else.

 

If anyone knows what rule set do Obsidian plans to us (or am I crazy to think there's any need for a rule set at all) do let me know. Thanks :biggrin:

Posted (edited)

I don't see how it can be given that the D&D license for interactive games is exclusively held by another company ... besides let's be frank, the rules never really lent themselves all that well to cRPGs, unless it was a turn-based game like ToEE.

 

All indications are that the devs will create their own ruleset customized for P:E

Edited by nikolokolus
Posted

afaik this is a new IP and they don't use any licenses like planescape or ad&d

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Posted

So I'm under the impression that Project Eternity will be based on AD&D rule set as well?

 

No, they are making their own system.

:closed:

  • 3 weeks later...
Posted

AD&D is my favorit class system and it woulde be great to have it in the game. Now when that is not happening I do not hope they make the class system to simpel.

Posted (edited)

I'm guessing D&D would have an impact on design somehow, what I am wondering is, which edition would have the most influence over developers and what would be taken from it.

 

I'm going to assume a few things from 4th edition would be sticking out of PE system.

Edited by Shadenuat
Posted

We also want to have a deep class system with a lot of options.

Bingo. This game just keeps getting better and better. :)

:closed:

Posted

Honestly, I kinda disliked the use of the 2nd ed AD&D ruleset in the early IE games. That was a system that really needed a DM who could adjust things on the fly rather than a computer.

 

So hey, if they come up with a system that's designed for crpgs rather than trying to smush in a pnp, that's a huge plus I think.

Posted

I'm guessing D&D would have an impact on design somehow, what I am wondering is, which edition would have the most influence over developers and what would be taken from it.

 

I'm going to assume a few things from 4th edition would be sticking out of PE system.

I'm speaking generally, but I'd say 3E/3.5E influence with some 2nd Ed. and 4E bits here and there.

  • Like 1
Posted

We also want to have a deep class system with a lot of options.

 

Perfect, just perfect! I'm just getting more and more hyped for this game! You can talk to the IRC group I talk to, I've been going on and on about PE for a week, and I even managed to get one of the members to donate some towards the project too!

Posted
I'm speaking generally, but I'd say 3E/3.5E influence with some 2nd Ed. and 4E bits here and there.

 

I'm going to guess that song by first... hmm... 6 notes

 

"at-will"

Did I win?

 

Okay, what I really think could happen:

From 2d: Classes being more unique and distinguished one from another, perhaps with more interesting leveling curves; better armor and weapons are there as a long-term goal, instead of just starting game in full-plate; perhaps more class-based narrative features (Paladin Handbook).

From 3d: Probably a large amount of skills and feats.

From 4th: Equal contribution of all clases to combat; per-something abilities; 5 minutes rest; getting rid of memorisation (obvious).

Posted

 

I'm speaking generally, but I'd say 3E/3.5E influence with some 2nd Ed. and 4E bits here and there.

 

The multiclass system from 3/3.5E would be fantastic. Also using the same model for all checks would be nice too.

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Posted

I'm not so sure that drawing too much from D&D v3 multi-class rules would be a good thing. One of the things I liked about BG was that you just popped in your class and played the game, whilst skill in using the class emerged as you got more experience and built a complementary party around it. In NWN2 and MotB on the other hand, multi-classing is encouraged but in order to do so and not screw up (particularly at epic levels) you must either be experienced or do research about all the little rules, feats and statistical quirks of how the game works which may involve seeing other peoples' builds. This is simply not fun. I liked MotB in spite of the ruleset not because of it. Please don't overcomplicate the class system or at the very least provide people with everything they need to make informed choices in game.

Posted (edited)

2E Fighter Experience Table plz

 

I do recall Josh saying he preferred 3E over 2E levelling system though I think, with the XP costs for mages and bonus XP for rogues.

Edited by Sensuki

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