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TRX850

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TRX850 last won the day on February 18 2013

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About TRX850

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    (6) Magician

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  1. Only if it was of the mundane kind. Magic rings and amulets that provide continual protection from disease require no upkeep, so by classifying the Censor as a magical (Wondrous) item, it also follows that logic.
  2. Cittern of Sonic Annihilation - 90° Large radius sonic blast. 10d6 damage. Fort save for half. 10d8 vs. Constructs, no save. - Deafness, no save. - Must be equipped in both hands. Use 1/Day.
  3. Sir Tanglewyrm's Tankard of Fine Foaming Ale - 1/Day, Immune to Fear. +4 Str/Con/Cha. 5 mins. - Then -4 Cha/Int/Concentration for 5 mins. - Courage! Followed by confusion and indecision. "Er...What was I saying?"
  4. In the IE games, ammo was plentiful, so you rarely ran out. And I agree that archers should do what they do best. But they're not limited to archery. And probably all characters in the party will have some form of ranged weapon. It makes tactical sense. But there should be times when it's obvious that ranged attacks are overkill, and by deciding to use ammo unnecessarily, you risk running low. It provides tactical choice to the player. I mentioned in the other Archery thread that the engine could discreetly adjudicate how much ammo is used by regular archers, and dynamically adjust the loot drops accordingly, so as to give the illusion of a well-needed restocking. I just think that there should always be the option to "run out" of ammo, just as it is for spells and special abilities. Ranged attacks should be considered a bit of a perk, but an *earned* reward for the conscientious archer, i.e. knowing when to splurge and when to conserve.
  5. There's really no need for an arrow recovery system. If they design encounters and dungeons with ammo supplies in certain areas, it can solve the issue right there. I also prefer the fact that having a limited supply means I have to choose when and where to use ranged weapons. Otherwise the game just becomes six characters shooting bolts and arrows in every battle and removes/reduces tactical considerations. I think this is one area that should use more abstraction than realism to prevent exploitation. You certainly wouldn't be able to re-use firearm ammunition, so you'd have to apply tactics there.
  6. What sort of rare magical items would you like to see in P:E? Here are some ideas. Lantern of Soothing Light - Regenerates HP over time. 10 ft. radius. Lantern of Searing Light - Harms Undead, as the spell. Lantern of Blinding - Medium range. Fort negates. Censer of Disease Protection - +4 Fort vs Airborne Disease. 10 ft. radius. Skull of Undead Detection - Long range. Emits creepy low frequency choral effect. Cube of Fiend Summoning (Hellraiser) - Requires Intelligence check and Will save to operate. (Some items must be equipped in either the main-hand or off-hand to activate). Other possible items: Let your imagination run wild! Orb / Sceptre / Statuette / Figurine / Idol / Book / Tome / Prayer Beads / Decanter / Jug / Tankard / Goblet / Candle / Periapt / Charm / Stone / Seal / Tablet / Skull / Creature [-Head / -Organ / -Eye] / Gem / Prism / Incense / Mirror / Chime / Egg Example - Censer of Disease Protection (active while equipped in off-hand).
  7. What if there's a faction that's well funded and well organised that always buys weapons/armour/gear from merchants, to supply their own armies/workers/magical needs etc? So if you returned to a merchant hoping to buy back something you sold earlier, there's a chance it's already been sold on. It would solve the problem of cash flow and supply and demand. Plus it would provide an opportunity to design a credible faction to which the party must keep an eye on, i.e. if that faction becomes too powerful, it could be of political/military concern, and provide all kinds of quests and intrigue.
  8. Maybe the higher your alchemy skill, the more info/lore you'd have available to you, so if there were certain potions brewed from the same alchemical base ingredients but with subtle and complementary effects, you could "tetris" them together like the invisi-lock example above. Or other potions brewed with highly opposing/reactive agents, like Haste and Stoneskin, for example, then you'd either know in advance, or make an alchemy check when mousing over a potion in your quick slot while another potion was in effect. And if there was a conflict, it'd tell you in a tool-tip the % chance of a bad reaction occurring, so you could at least weigh up the risks.
  9. Some potion combinations should work in harmony though. Potion of Invisibility and Potion of Master Thievery, for example. You shouldn't get sick or explode into goo if there's a reasonable link between the two. <-- hey, that rhymed. Potion of Fire Resistance and Potion of Cold Resistance, on the other hand, could cancel each other out, or create a black hole in your stomach, or both.
  10. Sometimes it's easier to describe it the old way, so most folks can see at a glimpse where they fit within a standard scale. Most factions would obey their own laws, so describing them as lawful is not necessary. But they could also obey the "laws of the land" to some extent, and if those laws clash with their own laws, then they might slide back on the standard scale into what used to be called neutral territory. Either way, it'd be useful to visually see where the party rates within each faction, with some sort of sliding scale, or thermometer.
  11. The Unmakers [Lawful/Neutral Faction] Formed exclusively from godlike lineage, this secretive band of brothers devote their lives to the eternal crusade of dismantling powerful artifacts and scattering them throughout the land. Ever concealing their identity, The Unmakers tirelessly thwart those who would seek the abuse of power, be they heroes and villains alike. Many a relic-hunter, ambushed and stripped bare, has experienced first hand, the terrifying enigma of...The Unmakers. Adventure Hook: Reforging constituent parts into a powerful weapon may lead The Unmakers to seek you out. And only a cautious diplomat would dare strike a deal, swearing an oath to return the weapon once a powerful threat has been neutralized.
  12. Dart of the Hornets’ Nest These darts are a great addition to any D&D flavoured RPG. I remember them from the early SSI games like Curse of the Azure Bonds. They're perfect for disrupting spells, and the more that spawn, the longer they distract. It'd be awesome if we could craft these too. (hint hint). Description taken from AD&D 1st edition "Unearthed Arcana". While appearing to be nothing more than a magic dart, this missile weapon is of far greater power. Once it is hurled, the dart multiplies in the air, even as it speeds toward its target, all the while making an angry buzzing noise similar to the sound of a swarm of hornets. When such a dart is hurled, percentile dice are rolled to determine the bonus “to hit” and the appropriate number of darts contained in this particular item. Note that the bonus applies only to hit probability - not to damage, which is of the standard amount (1-3 vs. S or M, 1-2 vs. L) for a dart of normal sort. Bonus d% To Hit No. of Darts 01-40 +1 5-20 (5d4) 41-70 +2 4-16 (4d4) 71-90 +3 3-12 (3d4) 91-00 +4 2-8 (2d4)
  13. Maybe your end-game lead character is auto-exported and used as a boss villain or deputy in the NewGame+ final encounter? History repeating, in which you yourself played a huge part.
  14. Hey Raz, (*waves back*) My curiosity is piqued by the extra story possibilities, and if handled properly could provide that extra gaming experience for the persevering player. Reading your thread gave me another idea though, which is simply to "unlock" a limited supply of new and/or magic items available from merchants. Instead of just powerful weapons, maybe additional components, scrolls, potions, maps(?), books and so on. Maybe the NewGame+ always nets you a +10% deal on buying and selling items?
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