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Do you want well balanced companions?

companions stats balance

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47 replies to this topic

Poll: Companion abilities poll (140 member(s) have cast votes)

I'd like my companions to

  1. Strictly adhere to the same rules as PC (21 votes [15.00%] - View)

    Percentage of vote: 15.00%

  2. Follow the same rules, but have unique features or feats (84 votes [60.00%] - View)

    Percentage of vote: 60.00%

  3. Have their own rules, but be balanced in efficiency (21 votes [15.00%] - View)

    Percentage of vote: 15.00%

  4. Be wildly different in their abilities (12 votes [8.57%] - View)

    Percentage of vote: 8.57%

  5. Something else (2 votes [1.43%] - View)

    Percentage of vote: 1.43%

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#21
TrashMan

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It's a simple check:

On initiating dialogue with normal NPC
If Monster in party = very yes
Then NPC reaction = "AHHHHHHHHHHHHHHHHH!!!!!!
NPC Flees.

You don't need to modify every NPC in the game, just have it so that the game checks before you initiate dialogue what's going on.

On doors for large creatures you just give it a value where it accepts a large creature or not, and, if that value is false, the game says you cannot enter since a member of your party cannot fit.

It doesn't have to be a horrible amount of programming if you have an efficient system to begin with.


...
I take it you never did scripting for BG or NWN, right?
If you did, you'd know better.


On another point is that the only reaction there will be?
(unimportant) NPC fleeing? Surely that makes the companion tottaly balanced!

Large creture cannot enter? How do you do quests taking palce indoors then? You'd have to switch companions constatnly. And I'm willing to bet that would case a lot of player rage.

#22
Starglider

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One of the (many) great things about Planescape : Torment was the unusual companions. Nordom's struggle to deal with individuality, Morte's regrets about the pillar of skills, Dakkon's history in limbo, Grace's centuries of enduring torture in the Nine Hells; all of this added layers to their characters that you just wouldn't have had with 'random group of humans who accidentally wandered into Sigil'. Project Eternity is an exceptional game exempt from at least some of the usual 'must be dumbed down for mass audiences' pressure, and I hope the NPC design reflects that.
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#23
TrashMan

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I don't see why "normal humans" would be any less interesting characters.

Nor do I see anything superior in so bizzare characters and dillemas.

#24
Sick

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I think that PS:T did this "Follow the same rules, but have unique features or feats" pretty well, especially with Morte and Dakkon.
If I remember correctly, they follow the same rules but, at the same time, they have some unique abilities that make them special.
I like that.

Edited by Sick, 03 October 2012 - 04:16 AM.


#25
PsychoBlonde

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To each his own. I presonally do not like such extreeme/unique companions, and prefer to have more "normal" parties.
I hae a tendance to ditch companions that stand out like a sour tumb because they are a giant golem, or demon or whatever-super-special-snowflake they are.


That and this opens up the question that if these giants and demonic enemies are REALLY so much statistically better than your party, HOW THE HECK did you just defeat 40 of them?! I don't mind if companions have a couple of abilities unique to them, this can be cool and fun. But overall I'd prefer the game "physics" to be as close to uniform as it can get.

Er, well, up until the point where the enemy mages start hitting my Warden with Mana Clash. Cause that spell was SO, SO BROKEN.

#26
Jarmo

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I don't see why "normal humans" would be any less interesting characters.


Even with normal humans, I'd like to see companions that "had good rolls" when making stats, if that's appropriate for the character.
If someone rose to prominence from the gutter through her exceptional abilities, quickly became a legendary this and that,
it'd make sense she didn't get her stats through standard purchase system, but rather made that 1 in a 1000 stat roll.
Like maybe a few exceptionally good stats (charisma and dexterity) and the rest good or average, and no dump stats.

#27
PsychoBlonde

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Nordom's struggle to deal with individuality, Morte's regrets about the pillar of skills, Dakkon's history in limbo, Grace's centuries of enduring torture in the Nine Hells; all of this added layers to their characters that you just wouldn't have had with 'random group of humans who accidentally wandered into Sigil'.


Erm, whut? All of the oddities of those characters are only meaningful because these are human sorts of struggles, which could just as easily have been put onto human characters. The oddball aspects of those characters were hooks to help highlight the alien nature of the setting. If you're going for an alien-feeling setting, yeah, characters like this are totally appropriate. If you're going for a different feel, they aren't. Either way the depth and the conflict rely on human concepts that relate to humans.

#28
PsychoBlonde

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I don't see why "normal humans" would be any less interesting characters.


Even with normal humans, I'd like to see companions that "had good rolls" when making stats, if that's appropriate for the character.
If someone rose to prominence from the gutter through her exceptional abilities, quickly became a legendary this and that,
it'd make sense she didn't get her stats through standard purchase system, but rather made that 1 in a 1000 stat roll.
Like maybe a few exceptionally good stats (charisma and dexterity) and the rest good or average, and no dump stats.


Eh, I don't see any problem with this, because all the best GEAR is still going on my character. I don't really care what stats the NPC companions have, only whether they make my character more ossum or not. I don't care if you have 18/00 strength. I needs me a wizard.

Although a PE version of my housemate's character Alex the Stupendous would be hilarious. Maxed out his stats, and bought ONE rank in EVERY skill. Always insisted on being first the one to try anything that needed to be done. Very entertaining watching the rest of the party try to explain to him why he ought to let the person with the actual skill investment do it.
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#29
Jarmo

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Although a PE version of my housemate's character Alex the Stupendous would be hilarious. Maxed out his stats, and bought ONE rank in EVERY skill. Always insisted on being first the one to try anything that needed to be done. Very entertaining watching the rest of the party try to explain to him why he ought to let the person with the actual skill investment do it.


That's awesome! :)
I'd love to see an NPC or companion like that, would be a fantastically frustrating experience.

#30
DCParry

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Deekin thinks that maybe the main character could be a sidekick for a dashing and handsome kobold hero.

If not, we could all be DOOOOOOOOOOOOOMED!

#31
Sensuki

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Even the Baldur's Gate NPCs had their own little things that 'bent or broke' the D&D rules or had special items

Minsc's Berserker Rage
Alora's Lucky Rabbit Foot
Edwin's Amulet
Imoen's Belt

etc etc

Something that makes them unique is a good idea, like a dash of Moroccan Spice into the pot ;)

#32
StupidFahk

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Personally, I've never cared for the power/effectiveness of companions in games, I've mostly took my favorite characters despite them being weak, and not suitable for some sort of situation, and I took the other companions when I felt that taking them would be appropriate.

#33
Hagen

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I voted for "follow the same rules but have an unique feature". Said unique feature shouldn't be anything super-powerful, just something that fits with the theme of the character and gives them a little quirk, makes them stand out just a little bit.

Also, I'm no fan of wildly exotic companions. In PS:T, exotic companions worked well because the entire place was full of exotic creatures, and a party of six totally average humans would have looked weird and out of place.

However, in a more down-to-earth setting I like my companions to be much less exotic. No demon lords or vampires in my party, please. That type of companion takes something that should be rare and exciting and dangerous - in this case, demons and vampires - and turns it into something common, something familiar. Because it hangs out in your party every day. "Oh look, a coven of vampires, like our old pal Edward here." Yay.

#34
Vin

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Bring on the unique companions. The more variety the better, in my opinion, especially if each has their own little quirks that makes them unique -- it could be a special ability, a character-specific item. A character could be a jack-of-all-trades, while another could be an amazing mage, but with a limp.
There shouldn't be any "best" companions, either.

Also, I couldn't be more tired of the whole "every most important character is a human" thing. I really don't want a fun, happy group of mighty whites -- or an unhappy one, for that matter. With maybe a single elf and drunken dwarf to make things look less bland.
It shouldn't be absolutely ridiculous, but is a goblinoid or orcish companion too much to ask for?

#35
Jarmo

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Because it hangs out in your party every day. "Oh look, a coven of vampires, like our old pal Edward here." Yay.


I might be thinking more along the lines of you stumbling on a coven of vampires and if you could convince them
your mission is of superior importance, and you'd be a smooth ass talker, you might be able to convince Edward to come along.

... but that wouldn't work out for everybody if you also want to recruit a Billy the Paladin.

Edited by Jarmo, 03 October 2012 - 05:49 AM.


#36
Merin

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2nd option for me. Since we are having pre-made companions for a party based game, I want them to generally follow the same rules as I can for making my character... but there should be a special "something" for my character that the NPCs can't have, and each companion can have something special as well.

I wouldn't be unhappy with option 1, but 2 is what I'm used to and like.

#37
Tale

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Between same rules and unique feats. I think that if NPCs have it, especially if they're companions, it's probably something the PC should be able to have too. However, exceptions can make things interesting. I can see a companion with a "family sword" that can't be gained anywhere else in the game. But I'm wary to see them with unique feats, because I don't know how it's justified.
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#38
Osvir

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If one Human is defined in-game as a Master Swordsman, then I want him to be a Master Swordsman, or on his way towards it at least.
If another one is defined in-game as a Great Archer, well then I want her to be a great with a bow.

Both of these, are in-game, called Fighters, their in-game definition is different. Heck yes I would like them to be individual, different. Even if they hail from the same "Class". This is more on the topic of "Class Kits" I feel.

Then again, if I get two companions that both are Fighters, wield the same weapons and armor's, I still would like to see a difference in both of them and their style/abilities which corresponds to their personality as well as statistical physique. One Fighter might be more of a "bulky" person, bigger, stronger. Hits harder with his Longsword, but attacks slower than the smaller, more mobile Fighter.

The Way of the Sword is vast and I suggest that Obsidian reads a Manga called "Vagabond" to understand the importance of it.

I feel I would rather want the Character to be creating the Class, rather than the Class creating the Character.

Edited by Osvir, 03 October 2012 - 08:19 AM.


#39
Sylvius the Mad

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Strictly adhere to the same rules as the PC.

Now, that's not to say that different races can't have different rules, and companions can't be races unavailable for the PC. No, only that if the PC could be a member of that race, those same rules would apply to him.

Moreover, I'd like to be able to assign all of the companion's abilities, regardless of at what level the companion is encountered. Let me build that character - within the pre-assigned race and class - from the ground up when he joins the party. That way we get more freedom in party construction - if I want 3 archers, I can have three archers, even if only one of the companions was actually intended by Obsidian to be an archer.

#40
Valorian

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I wouldn't mind a special feat or at most two. Something that makes them unique but not overpowered, as long as they naturally follow the same rules like every other creature in the game. That goes without saying, I think.

On the other hand, I wouldn't miss these special feats either.





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