mrmonocle Posted August 27, 2014 Posted August 27, 2014 Everyone would agree that rebuffing is the tedious most process one could experience in an rpg. Instead beginning the encounter with a pause and buff selection, why not preselect several buffs (really a few) during the rest that will be active until you rest again? Maybe sacrificing the spell slots or at some other penalty, but rebuffing should be eliminated! Only if it's a short strong lifesaving buff like arcane weil, but not common blessing and other tedious stuff. 1 I see the dreams so marvelously sad The creeks of land so solid and encrusted Where wave and tide against the shore is busted While chanting by the moonlit twilight's bed trees (of Twin Elms) could use more of Magran's touch © Durance
zeee Posted August 27, 2014 Posted August 27, 2014 in my opinion buffs should be modal and only one per character can be active at the same time. i liked the way it was done in dragon age. if i understand correctly that is the way the paladin auras work. to me priest buffs should work the same way
PrimeJunta Posted August 27, 2014 Posted August 27, 2014 There won't be prebuffs in the game. That's been flatly stated as a basic design feature. They've been replaced with modal abilities, auras, and multi-purpose combat buffs--and by designing the encounters so you don't miss them. I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com
Gfted1 Posted August 27, 2014 Posted August 27, 2014 Huh, I never thought of it, but was I supposed to be turning on the model abilities every fight? I thought it was turn it on once and done. "I'm your biggest fan, Ill follow you until you love me, Papa"
PrimeJunta Posted August 27, 2014 Posted August 27, 2014 The modals are sticky. The per-encounter ones, obviously, are not. I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com
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