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Otto Skorzeny posted:It seems like Rogues and Rangers would complement each other pretty well. For instance:
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# ¿ Jan 29, 2014 17:20 |
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# ¿ Apr 25, 2024 07:27 |
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Rangers have been a lot of things over a long span of time. Aragorn/1st Ed./2nd Ed./3.X/4E rangers can't all be reconciled, really. They went (in 1st Ed.) from being pretty narrowly defined and powerful to widely-defined and not-so-powerful -- and then back to narrowly-defined and powerful in 4E. Additionally, the IE games didn't do an outstanding job of portraying the RAW rangers, so people have the views on the class that they bring from those games. I think the best thing for us to do is look into how applicable the rangers' abilities are to melee combat and go from there.
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# ¿ Jan 29, 2014 22:10 |
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Grouchy Fish posted:I noticed in the update that there will be more class skills than those listed. Any idea how many we should expect for each class, and will all classes have the same amount?
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# ¿ Jan 29, 2014 23:47 |
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The advancement will probably be weighted, so dumping points into one skill is not particularly efficient, though it will give you the highest score possible. If you dabble in a bunch of stuff, you won't be dramatically behind the specialist. You'll be less likely to pass any threshold checks, but you also have higher skill scores on average. All skills also have bonuses that apply even if you're not "unlocking" whatever "locks" stand in your way. If you have one character with 18 Mechanics and another with 10 Mechanics, the former is probably going to be picking more locks than the latter, but traps set by the latter still benefit from the 10 Mechanics.
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# ¿ Jan 29, 2014 23:57 |
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Octo1 posted:Wait... if magic implements can be used pretty much like weapons, and anyone can use them, does that mean I can sneak attack with a wand?
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# ¿ Feb 3, 2014 21:52 |
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Inspector Gesicht posted:My biggest beef with PS:T and BG is that when choosing a spell to cast in battle, you don't get a tooltip saying what exactly the spell does,
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# ¿ Feb 3, 2014 23:16 |
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I have advocated coarser skill advancement, especially in games with a lot of characters, for several games. I think it usually works better and the investment feels more meaningful in a lot of CRPG environments.
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# ¿ Feb 4, 2014 04:28 |
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A true spiritual successor to a melee-oriented IE/2nd Ed. ranger would be a sub-par fighter. And yes, 3E/3.5 rangers both gain animal companions as a standard part of the class at 4th level. In any case, most of the PoE ranger's abilities could also easily be modified to be used with melee weapons, which is what we're likely to do. Some of their abilities will likely stay ranged-only because they only make sense that way (like some of the fighter's only make sense as melee-only).
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# ¿ Feb 4, 2014 16:23 |
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bathroom sounds posted:the messy flexibility of 2nd ed. Dungeons & Dragons
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# ¿ Feb 4, 2014 16:28 |
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pun pundit posted:I don't think your class will shoehorn you into a specific personality or subplot, I think it's most likely that the reputation system or skills will do that if anything does. Rope kid, maybe you can comfirm/deny?
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# ¿ Feb 4, 2014 16:52 |
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bathroom sounds posted:Mostly I just hate the concept of using an animal to do your fighting for you, and I don't see why abusing your pet bear is intrinsic to being a ranger, so
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# ¿ Feb 4, 2014 16:59 |
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Currently only with actual ranged weapons. The pike does have reach and is currently the only melee weapon with reach.
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# ¿ Feb 4, 2014 17:17 |
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I posted it much earlier in the thread, but rangers have changed a lot from 1st/2nd to 3.X to 4E. Their IE game implementations didn't always share a ton with their tabletop counterparts, so it's unlikely that the class could ever encompass everyone's ideal of a ranger.
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# ¿ Feb 4, 2014 20:13 |
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Gyshall posted:Serious post: do races have differing starting stats/traits aside from just reactions in the game world? Like +10 to starting survival skill?
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# ¿ Feb 4, 2014 21:20 |
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The standard-ish D&D class lineup has a glut of folks typically with melee weapons (or fists) individually pounding away HP on enemies using their own brand of Special Class Stuff: barbarians, fighters, monks, paladins, rangers, and rogues. If we did not pair rangers with animal companions, I still would have tried to pair animal companions (or something like it) with some class because it creates a much different dynamic to how the class operates. This is also why monks use Wounds to power abilities, ciphers use Focus instead of standard /encounter /rest spells, and why chanters have their own wacky wild mechanics. Rangers seem like the most appropriate fit for a creature companion. We could have said "actually barbarians have animal companions". I don't think it would have made the game inherently better and you'd have AC-loving ranger fans asking why their rangers can't get animal companions when barbarians do. Or, as some have pointed out, we could have not had animal companions at all. We'd still have AC-loving ranger fans asking where animal companions are. Of course we could also make animal companions optional, which would almost assuredly wind up making the class feel like a mushy soup of... something. I think that's the least appealing route of all. We are making 11 classes for a broad audience. With every class update we do, someone is upset about how we are developing the classes. Sometimes their concerns can be addressed without fundamentally changing a lot about the class. Other times, we can't. If you want Obsidian to make a classless skill-based game, I certainly won't object (especially if it's a historical game -- classless skill-based games are what I make and prefer to play on my own time), but those proposals always seem to go over like a lead balloon. The IE games were class- and level-based and I think most of the people who backed the game want classes. The trade-off is that there's no way for us to structure classes in a way that everyone likes. I have known that for as long as I've been working with class-based games.
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# ¿ Feb 4, 2014 23:49 |
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bathroom sounds posted:Why didn't you go in the BG2 kits direction? Didn't seem like a good ROI for the dev time?
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# ¿ Feb 5, 2014 00:00 |
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CottonWolf posted:Presumably you'll be controlling the pet directly
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# ¿ Feb 5, 2014 01:34 |
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Unrelated, but Seth is redoing our reloads and firing animations right now and they are cool. The arbalests wouldn't have windlasses on them when you actually fire them and the firearm reloads are much faster/smoother than they would be in reality, but it's nice.
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# ¿ Feb 5, 2014 06:26 |
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Lotish posted:Maybe after the rousing success of the Kingdom Come kickstarter as a interest check in historical, explicitly unfantastical games, that attitude will start to change. I was really bummed when Black Chicken Studios' Ars Magica kickstarter burned out. I'm currently playing in one AM campaign (Normandy Tribunal) and running another (Rhine). I have some serious issues with some of the mechanics and book layouts, but it doesn't really matter. Mythic Europe is a cool setting and the Hermetic lore that's layered on top is really cool to explore.
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# ¿ Feb 5, 2014 06:33 |
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Mordaedil posted:Fallout New Vegas was more or less classless and skill based no?
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# ¿ Feb 5, 2014 17:57 |
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We rolled for the 3.5 game we're playing at work because our DM loves rolling, but we did it all as a group. That experience, rolling as a group, is definitely more exciting than everyone sitting around and allocating points. He also does random rolls at the table for treasure that we find, which is also a lot of fun. Our characters are all over the place, balance-wise, but the ability scores are only a small element of that in the campaign.
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# ¿ Feb 5, 2014 20:15 |
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Characters can/will level up at different times. Characters who have been added to "the roster" but aren't in the active party still gain a good chunk of XP. Having them go on adventures (off-screen) from the stronghold bumps that value up so they stay a little closer to everyone else.
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# ¿ Feb 6, 2014 20:13 |
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Hand Row posted:Will each class require the same amount of xp to level?
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# ¿ Feb 7, 2014 23:14 |
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GreatGreen posted:I have a question about casters in the game. We know that there will be your basic elementalist and arcanist type casters, just from the videos we've seen. However, how able will we be to create thematically "evil" type casters who concentrate mainly on things like drains, slow burn damage over time spells, and debuffs?
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# ¿ Feb 10, 2014 21:16 |
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AngryBooch posted:Yes, I loving love it when spells are named after these egotistical wizards that researched them.
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# ¿ Feb 10, 2014 21:41 |
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DatonKallandor posted:This might be too specific, but anything in the Death Knell style that rewards the caster for getting the killing blow with a temporary buffs? Doesn't even have to be a spell I guess could be something a different class does.
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# ¿ Feb 11, 2014 01:31 |
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I have the same general opinion toward romances in our games that I have toward mounts in our games: I think both can certainly be great if you have the time and other resources to invest in them. If you try to take short cuts with them, they will be very bad and whatever time you spent implementing them will be wasted.
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# ¿ Feb 11, 2014 19:27 |
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Ither posted:ropekid, have you guys settled on what damage types PE will have?
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# ¿ Feb 11, 2014 21:26 |
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DatonKallandor posted:Are there weapons that slash, pierce and crush (or have multiple elements)? What happens when they encounter resistance to a single type of damage?
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# ¿ Feb 11, 2014 23:15 |
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SurrealityCheck posted:Are you going with sets of debuff types, or will each debuff be unique to itself?
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# ¿ Feb 11, 2014 23:49 |
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AriadneThread posted:So Godlike are 'blessed' at birth people, but I'm wondering, is that just humans are do the other sentient species also have their own variants? Or do Godlike end up the same basic humanoid shape regardless of parents?
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# ¿ Feb 12, 2014 01:27 |
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Arkeus posted:A bit disappointed about the lack of stretch goals- does this mean Obsidian thinks it can do most of it without aditional funding from more backers, or will the game have a very limited numbers of outdoors areas?
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# ¿ Feb 12, 2014 01:28 |
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Scorchy posted:My problem with the Godlike is they're way too awesome looking, why would people play anything else SurrealityCheck posted:As a rough guideline, what are the tradeoffs for being a godlike?
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# ¿ Feb 12, 2014 01:51 |
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SurrealityCheck posted:Sweet. For reference, do base humans have any bonuses or are they zero penalty zero bonus?
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# ¿ Feb 12, 2014 02:01 |
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Irobot82 posted:So what about earth related spells like earthquake or rock skin? Lotish posted:Does this mean that they can't wear anything in the helmet slot or they just don't get a graphic for when one is equipped? If they can't wear a helmet, is that not considered a significant loss, and everyone could go without helmets without concern?
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# ¿ Feb 12, 2014 02:02 |
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Cicero posted:So if other races also get two stat bonuses and a passive ability, but Godlike can't wear headgear, from a minmax perspective it sounds like picking a Godlike leaves you worse off than a regular race?
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# ¿ Feb 12, 2014 02:12 |
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Irobot82 posted:Huh, it didn't even occur to me. I always thought of rock type spells as elemental and crush type as weapon damage not spell damage. So do other elemental type spells also have other damage types? Like and icicle spear type spell being ice and piercing?
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# ¿ Feb 12, 2014 02:12 |
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SoggyBobcat posted:Is it possible to deal damage without it being attached to one of the attack types, like a "Damage Hit Points" spell? We used to call it Psyche but that got switched. We're back to Fort/Ref/Will.
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# ¿ Feb 12, 2014 07:16 |
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Ars Magica has a built-in aging system and it is both complicated and enjoyable within the context of that game. The only PC character death so far has been my Danish knight. He rapidly aged and died while living in a faerie regio. His friends/former comrades at the covenant are now raising his daughter. Due to how the game's systems work, it's entirely possible that she will be a playable character within the span of the campaign. E: It's also a very simulationist game in many ways and not really comparable to a D&D/PoE-style game, IMO. rope kid fucked around with this message at 15:48 on Feb 12, 2014 |
# ¿ Feb 12, 2014 15:40 |
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# ¿ Apr 25, 2024 07:27 |
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Just single slots, no weight, no Tetris. Each character has a limited number of slots and the rest can be offloaded into a general party stash. You can only withdraw from the stash at camps/inns/stores.
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# ¿ Feb 12, 2014 15:55 |