Official Codex Discord Server

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

Development Info Project Eternity Update #36: Core Four Classes, Weapon Types, and More

Discussion in 'RPG Codex News & Content Comments' started by Crooked Bee, Dec 19, 2012.

  1. Crooked Bee (no longer) a wide-wandering bee Patron

    Crooked Bee
    Joined:
    Jan 27, 2010
    Messages:
    15,025
    Location:
    In quarantine
    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    Tags: J.E. Sawyer; Obsidian Entertainment; Project Eternity

    Obsidian's Josh Sawyer has put up another update on the current progress of Project Eternity's development. It discusses a lot of miscellaneous things, including resolution and scaling, movement, UI, weapon types, and the design of the "four core classes" -- Fighter, Priest, Rogue and Wizard:

    Core Four Class Design and Advancement - We want our classes to feel familiar but flexible, so we've designed our "core four" (fighter, priest, rogue, wizard) to reflect traditional D&D roles and allow you to build outside of them. In our current design, each of the classes starts with two active use or modal abilities and one passive bonus.

    [...] Priest
    • 1st Level Priest Spells - Priests gain access to all 1st level priest spells. Priests can cast a fixed number of 1st level spells before they must rest to recover their uses. They can cast any combination of different spells up to the per-rest limit. As priests gain levels, their 1st level spells will eventually become per-encounter resources.
    • Recovery - The Recovery ability regenerates a modest amount of Stamina for allies (including the priest, if in range) in a Medium-sized area at Short range.
    • Sacred Circle - All allies standing within a Small area around the priest gain Accuracy bonus. This bonus does not include the priest unless there are no conscious allies in range, in which case it applies to the priest.
    [...] Wizard
    • 1st Level Wizard Spells - Wizards can access all 1st level wizard spells immediately. Unlike other wizard spell levels, the wizard does not need to find scrolls or grimoires to use any 1st level spells. Wizards can cast a fixed number of 1st level spells before they must rest to recover their uses. They can cast any combination of different spells up to the per-rest limit. As wizards gain levels, their 1st level spells will eventually become per-encounter resources.
    • Blast - When wizards use any implement (i.e. a wand, rod, or scepter), they generate a Blast on the target. The Blast does a modest amount of damage to all enemies in a Small area around the target (excluding the target).
    • Familiar - All wizards can summon and dismiss familiars. Familiars are mobile "totems" for the wizard, providing defensive bonuses to allies near them and inflicting defensive penalties to enemies near them. Players can also access the master's spell list through the familiar, though casting a spell through the familiar still requires the master to physically cast it; it's simply targeted from the familiar. Familiars are weak and fragile. If a familiar is killed, the wizard takes damage and is unable to summon his or her familiar until he or she rests again.
    As players advance their characters, they have the ability to choose class-specific abilities and more class-neutral talents (more like perks or feats) to customize their character capabilities. If you want to keep your fighters very low maintenance, there are a large number of passive fighter abilities and combat-oriented talents that you can buy. If you'd like to make a fighter that's much more "active-use" (more like a 4E fighter), you can choose to buy more modal and active abilities. Similarly, while all wizards gain additional spells, you can use talents to boost a wizard's damage with implement weapons and Blasts, making them more useful when you're not having them chain-cast a series of limited-use spells.​

    To read the update in full, go here.
     
    • Brofist Brofist x 5
    ^ Top  
  2. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    81,930
    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Might want to embed or link to the video
     
    ^ Top  
  3. evdk comrade troglodyte :M Patron

    evdk
    Joined:
    Mar 31, 2004
    Messages:
    11,254
    Location:
    Corona regni Bohemiae
    Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign
    Sawyer seems to really like damage thresholds.
     
    ^ Top  
  4. Roguey Arcane Sawyerite

    Roguey
    Joined:
    May 29, 2010
    Messages:
    27,094
    Knights of the Chalice allowed you to right click any enemy to view all their statistics. This was a great feature that removed the trial-and-error guesswork from combat. Josh, I need this.

    Inventory sounds like a great way of reducing tedious micromanagement while preserving strategic decisions. Class abilities seem fine so far, but I'm curious as to how the animations for Escape and Reversal are going to look; people are going to rage if it's over-the-top like Dragon Age 2 rogue animations.
     
    • Brofist Brofist x 5
    ^ Top  
  5. Irenaeus Self-Ejected Patron Dumbfuck Repressed Homosexual The Real Fanboy

    Self-Ejected
    Joined:
    Nov 24, 2012
    Messages:
    1,867,980
    Location:
    Rio de Janeiro, Cidade Desespero
    PC RPG Website of the Year, 2015 Divinity: Original Sin Torment: Tides of Numenera
    What's wrong with damage thresholds? Sounds like a realistic enough concept for armors.
     
    • Brofist Brofist x 1
    • butthurt butthurt x 1
    ^ Top  
  6. Haba Harbinger of Decline Patron

    Haba
    Joined:
    Dec 24, 2008
    Messages:
    1,868,367
    Location:
    Land of Rape & Honey ❤️
    Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
    I don't think anyone said that there is something wrong with them. They even avoid the annoying feature of Fallout's by making some damage always occur no matter how high your DR is.
     
    ^ Top  
  7. LeStryfe79 Deal Breaker Patron

    LeStryfe79
    Joined:
    Nov 25, 2008
    Messages:
    7,329
    Location:
    Codex 2012 Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong
    Really good update! It's beginning to look like multiclassing is out though... :(
     
    • Brofist Brofist x 1
    ^ Top  
  8. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    81,930
    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Yeah, I thought that was obvious. It's redundant with this system.
     
    ^ Top  
  9. Zakhad Savant

    Zakhad
    Joined:
    Dec 10, 2012
    Messages:
    284
    Location:
    Gurtex
    I'd really like him to damage MY threshold, if you know what I mean...





    I'm sorry: I tried to resist making that pun, but I just wasn't strong enough. :(
     
    ^ Top  
  10. LeStryfe79 Deal Breaker Patron

    LeStryfe79
    Joined:
    Nov 25, 2008
    Messages:
    7,329
    Location:
    Codex 2012 Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong
    Multiclassing is not redundant at all. Their system allows someone to make a paladin with lockpicking, but not a paladin with backstab or 1st level wizard spells.
     
    • Brofist Brofist x 2
    ^ Top  
  11. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    81,930
    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Those were just examples. There might be a way to get spellcasting, too. Like getting default feats of other classes in 3E.
     
    ^ Top  
  12. evdk comrade troglodyte :M Patron

    evdk
    Joined:
    Mar 31, 2004
    Messages:
    11,254
    Location:
    Corona regni Bohemiae
    Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign
    But this (baseless) speculation does not prove that multiclassing is in any way made obsolete by their character advancement system.
     
    ^ Top  
  13. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    81,930
    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Not obsolete, but...less necessary.
     
    ^ Top  
  14. evdk comrade troglodyte :M Patron

    evdk
    Joined:
    Mar 31, 2004
    Messages:
    11,254
    Location:
    Corona regni Bohemiae
    Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign
    That's not the part of my post you should be concerned with.
     
    ^ Top  
  15. SCO Arcane In My Safe Space

    SCO
    Joined:
    Feb 3, 2009
    Messages:
    16,297
    Shadorwun: Hong Kong
    As long as there are no fireball like spells, it looks ok - blast should do that job.
     
    ^ Top  
  16. LeStryfe79 Deal Breaker Patron

    LeStryfe79
    Joined:
    Nov 25, 2008
    Messages:
    7,329
    Location:
    Codex 2012 Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong
    The biggest problem with no multiclassing is the inability to make fighter/mages. This is a problem since it's likely one of the most common character types people played in the IE games that Obsidian wishes to emulate. Oh well, I almost never multiclass anyway when I get to construct a whole party, but it's fun as hell for soloing.

    A lock picking druid is starting to look pretty good, however. :smug:
     
    • Brofist Brofist x 1
    ^ Top  
  17. evdk comrade troglodyte :M Patron

    evdk
    Joined:
    Mar 31, 2004
    Messages:
    11,254
    Location:
    Corona regni Bohemiae
    Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign
    The blast is a modification of a known spell or an ability all by itself? What kind of damage does it do? I want to know!
     
    ^ Top  
  18. Scruffy The janitor Patron

    Scruffy
    Joined:
    May 16, 2008
    Messages:
    16,827
    Codex 2012 Torment: Tides of Numenera Codex USB, 2014
    for me, it was fighter/cleric actually. but then again i'm a faggot powergamer. my favorite was certainly rogue/mage though.
     
    • Brofist Brofist x 1
    ^ Top  
  19. Zed Codex Staff Patron

    Zed
    Joined:
    Oct 21, 2002
    Messages:
    16,728
    Codex USB, 2014
    I hope they change the names of skills to something more thematic. For instance, "Recovery" could be... Chant of... Something
     
    • Brofist Brofist x 1
    ^ Top  
  20. Jaesun Fabulous Moderator

    Jaesun
    Joined:
    May 14, 2004
    Messages:
    36,924
    Location:
    Seattle, WA USA
    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    This is the update that has me worried. A lot. Still cautiously fapping until I hear exact specifics.
     
    • Brofist Brofist x 1
    ^ Top  
  21. Scruffy The janitor Patron

    Scruffy
    Joined:
    May 16, 2008
    Messages:
    16,827
    Codex 2012 Torment: Tides of Numenera Codex USB, 2014
    why?
    i think it was quite all right
    i like the idea of a spellcaster becoming more adept with lower level spells as he becomes more expert. and basically everything else i read
    what worried you?
     
    • Brofist Brofist x 1
    ^ Top  
  22. Jaesun Fabulous Moderator

    Jaesun
    Joined:
    May 14, 2004
    Messages:
    36,924
    Location:
    Seattle, WA USA
    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    meh not going to repeat myself. There is better discussion on this and concerns in the cRPG forum.
     
    ^ Top  
  23. Scruffy The janitor Patron

    Scruffy
    Joined:
    May 16, 2008
    Messages:
    16,827
    Codex 2012 Torment: Tides of Numenera Codex USB, 2014
    oh, saw it now, will answer there then
     
    • Brofist Brofist x 1
    ^ Top  
  24. LeStryfe79 Deal Breaker Patron

    LeStryfe79
    Joined:
    Nov 25, 2008
    Messages:
    7,329
    Location:
    Codex 2012 Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong
    Pretty sure a tough melee priest will still be viable, but the fighter/mage/thief combos and whatnot are screwed when it comes to combat abilities. I really don't have a huge problem with it except they were fairly significant in BG and IWD. That said, I can think of a few better ways to do multiple class than the various methods used in D&D.
     
    • Brofist Brofist x 1
    ^ Top  
  25. Dorateen Arcane

    Dorateen
    Joined:
    Aug 30, 2012
    Messages:
    3,319
    Location:
    The Crystal Mist Mountains
    Sounds like a good update for purists.

    The first level wizard/priests spells are like cantrips.
     
    ^ Top  

(buying stuff via the above buttons helps us pay the hosting bills, thanks!)