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Fucker posted:Ok? I observed that the art was subpar and you explained why that was the case. The game has less budget, I understand that. What's par?
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# ¿ Dec 11, 2013 18:31 |
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# ¿ Apr 27, 2024 21:02 |
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Upmarket Mango posted:Are the character models actual 3D models in game, or just sprites? Actual models on 2D backgrounds.
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# ¿ Dec 11, 2013 20:04 |
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kingcom posted:I'm positive theres stuff like the Holy Avenger in the game and a huge list of special weapons somewhere. I want to say maybe it just wasn't in the base PHB though. No, it's in the PHB1. It has like four special properties besides the bonuses to attack, damage, and crits that all magic weapons get, so I'm not sure what Mord's complaining about.
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# ¿ Dec 13, 2013 16:40 |
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The general theory with the 4E books is that you're not going to be memorizing the lore anyway, (unless you're one of those) so why not just admit you'll be making it up at tabletime?
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# ¿ Dec 13, 2013 20:54 |
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A videogame romance tends to be a thing where you carry a printer five miles for a girl and then she has sex with you. They're kinda weird.
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# ¿ Dec 13, 2013 22:13 |
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Basic Chunnel posted:Pretty sure it's been ruled out. In any event including such it means a lot of modeling and animation / programming to be spent on a joke. Dual-shields is never a joke.
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# ¿ Dec 14, 2013 05:13 |
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Drifter posted:That's not the same at all. It'd be a neat layer to the system given infinite development resources: certain companions have prior knowledge of some enemies and will bark out warnings at the start of combat, instantly filling in some tooltip information.
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# ¿ Dec 17, 2013 22:51 |
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Lotish posted:Saying big muscles are and expression of your resolve to be swole would be enough for me. I think it's an intentional move to stick to D&D ability score names except when a new name is necessary to remove social aptitude implications and generally focus the scope of the ability's portfolio (wisdom becomes perception, charisma becomes resolve).
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# ¿ Dec 18, 2013 18:38 |
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How has this discussion gone on for more than one post where someone said "Eh, maybe a little weird but who cares?"
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# ¿ Dec 19, 2013 15:20 |
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If you have low intelligence you think those giant-headed mauls in fantasty art are warhammers. High int means you know to look for the small-headed ones.
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# ¿ Dec 19, 2013 17:24 |
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uaciaut posted:And again re: weight being forced to go Str because you can't carry the minimum required would be, imo a bad decision. I'm pretty sure the current design is that anything equipped (including your alternate weapons) doesn't count against your personal inventory. Strength is gonna effect your ability to carry around a bandolier of potions, not your ability to perform your basic combat functions.
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# ¿ Dec 19, 2013 17:38 |
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uaciaut posted:Again though i don't understand what an attribute HAS to govern a single combat stat and why an attribute (or multiple attributes) can't affect multiple combat stats at the same time. It would be so much easier to simply let class kits affect how heavily an attribute affects a stat for THEIR class and modify their effectiveness with feats, etc. That adds unnecessary complication to the mechanics to settle a very minor intuition issue. Not worth it.
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# ¿ Dec 19, 2013 20:20 |
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Change intelligence to "potency" and have it also affect your sperm count.
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# ¿ Dec 19, 2013 21:46 |
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Death to prescriptivist classes.
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# ¿ Dec 20, 2013 00:10 |
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MartianAgitator posted:So why even have a +damage stat? If damage increases linearly, won't it become less and less relevant all game? Why is a +damage stat more interesting or valuable than getting bonus damage based on your class? You seem to be assuming that the damage bonus is flat and additive. I don't think there's been any indication to that effect.
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# ¿ Dec 20, 2013 17:46 |
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Mordaedil posted:I don't think I understand any of this. Do you like not understand that an RPG character is more than just what's written on a character sheet, or are you just being willfully obtuse?
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# ¿ Dec 25, 2013 21:22 |
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Otto Skorzeny posted:Do any weapons deviate from the normal 4:1 ratio of stamina damage to health damage? From what we've heard, stamina/health is a player-only thing. If your question is "Do any enemies deviate from the normal ratio?", then I wouldn't expect it. That change, even if properly telegraphed, would have a negligible impact on your tactical choices and your strategic choice is still "try not to die" except with an arbitrarily higher or lower punishment. All it'd be doing is subverting the system for the sake of it. You could spend time crafting a scenario where that enemy is in an optional encounter you know about ahead of time, placed partway through a chain of encounters that demand to be done in one shot. Then there's a choice to either go after the riskier encounter but potentially break through before taking significant damage or go after the safer encounter that's been designed to have no easy solutions. That'd be a whole lot of effort to get right, and I'm not sure about the value of the payoff.
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# ¿ Jan 22, 2014 17:10 |
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Otto Skorzeny posted:This is where I misunderstood things. I had assumed that NPCs and PCs/party members had the same character sheets, so to speak, such that it would be possible to knock enemies out (eg. when doing a pacifist run/conduct) rather than kill them in some circumstances. Do you have a link to the update where they talked about this? Maybe I'm wrong. I just don't recall any mention of enemy stamina, and the system as-stated wouldn't make sense for an entity which is only designed to be active for a single encounter.
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# ¿ Jan 22, 2014 18:20 |
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Sethmaster posted:wut? House ruling is a thing, but at a certain point I'm not sure why you're bothering plastering a thousand house rules across a system when you could either make your own or play completely freeform. A good system is carefully considered so that you don't have to make house rules all the time. The entire point of your group agreeing on a system of rules is to give your game structure so that it can progress faster with fewer disagreements. If it's consistently not doing that, then it's a bad system.
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# ¿ Mar 22, 2014 16:35 |
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Drifter posted:That sounds like a rather interesting range of games you are playing. Saints Row, Saints Row, and Saints Row?
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# ¿ Apr 4, 2014 03:59 |
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CommissarMega posted:I can't remember- will there be restrictions on what kind of armour you can wear? I know monks need to take damage to use their powers, so armour isn't as useful as them, but can a chanter, ranger or mage wear full plate? Because I so want to make a chanter who sings as he wades into battle Anyone can wear any armor--even monks--but heavier armor slows your action rate.
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# ¿ May 15, 2014 15:07 |
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VanSandman posted:Aren't companions always added late in development because they are complicated? Specific companions, yes, but generally you plan for the fact that companions will exist early on. So you don't, for example, come up with the epithet "the Lone Wanderer" for your player character, and then they spend the entire game accompanied by a dog and a rough-talking ex-raider.
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# ¿ May 21, 2014 06:27 |
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Eddain posted:Everything should have a "poke with stick" option. Mostly for comedic effect, but if it works just once it'd be worth it. If D&D has taught me anything it's that "poke it with a (ten foot) stick" is almost always the smartest option.
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# ¿ Jun 21, 2014 23:35 |
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Octo1 posted:What do the athletics and lore skills do anyway? Athletics improves your ability to stuff nerds in lockers. Lore improves your ability to argue about RPG minutia on the Internet.
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# ¿ Jun 26, 2014 17:17 |
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Impermanent posted:I was filled with nerd-shame the moment I realized this plan would work on me perfectly. Some of us gave extra money to get bonus manual content.
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# ¿ Jul 31, 2014 21:13 |
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KPC_Mammon posted:You can have a great time playing Pathfinder, but I'd argue that has a lot more to do with good players than the system. This is true for any pen-and-paper RPG. The best thing they can do is give you a framework everyone can live with and then get out of your drat way.
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# ¿ Aug 13, 2014 17:58 |
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Krowley posted:Yeah, dumping stats that low isn't really a trap as much as just poor judgement. Bringing a near-sighted character into battle is gonna suck, no matter how smart or strong he is. Please don't zatoichi-shame.
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# ¿ Oct 27, 2014 03:36 |
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DatonKallandor posted:Nothing bad about that when they're situational or utility enough. Who cares if you use your per-encounter knockdown every fight - the important thing is there's still a huge decision there: When and where to use it. And even an ability that's as non-situational as possible, "attack for extra damage", implies a strategic decision at the character-building level: do you take free damage per fight or opt for an ability that offers something better but in a more limited tactical situation?
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# ¿ Feb 13, 2015 18:37 |
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SurrealityCheck posted:It feels like if you have abilities which are limited per encounter there is a weighting to be done of the form "do I want my limited AOE to be more powerful, or be able to get it all off quickly". Doesn't action speed only affect recovery, not animations?
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# ¿ Feb 26, 2015 23:22 |
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# ¿ Apr 27, 2024 21:02 |
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double nine posted:The best form of flattery ... All art is theft. All theft is art.
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# ¿ Mar 10, 2015 18:04 |