Grunker
RPG Codex Ghost
^ Pillars isn't that far off in terms of magnitude with WM, but BG2's content is more interesting/engaging/whatever in most cases. Of course that's just like, my opinion, man
I think the Moba link is stronger in Pillars, actually. League was cited as an inspiration for the kind of balance Sawyer wanted. To maximize choice via careful balancing of all possible actions is a motto of RTSs, Mobas and post-WoW MMOs.DotAheads will prefer BG2 because it's more DotAlike, for example you can learn to cheese the AI in ways Pillars doesn't let you because of engagement.
Od Nua is a joke compared to both.
Like, compare Watcher's Keep or even Durlag's Tower to Od Nua. It ain't even no contest sista
- Party ability scores count towards your score checks, making the player character even more irrelevant than they were in PoE1.
Do you mean they'll make it so that my guy with biggest Might will be able to intimidate people? This is... bad indeed.
Dialogue is a place where the MC is tested. Scripted interactions tested the party as a whole. The former is about the protagonist interacting with other characters, the latter is the party adventuring. Succeeding or failing according to their own skills. Wether they had enough athletics to jump over a hole, or wether someone was strong enough to bash a door. Its a nice distinction to have and one they should safeguard for Deadfire.Of course PoE did allow you to use your companions' attribute scores in the scripted interactions and that doesn't seem to have been too horrible.
The BG2 magic system is still richer and more engaging. Loads of stuff there.
As to the core gameplay, it's six of one, half-dozen of the other. DotAheads will prefer BG2 because it's more DotAlike, for example you can learn to cheese the AI in ways Pillars doesn't let you because of engagement.
Content is key though, and there BG2 is head and shoulders above Pillars, even with the WMs.
Systems-wise, other than magic, BG2 is far inferior in almost every way.
(sue me that's what you do in 3rd world countries)
Sawyer posted a screenshot of the party's physique (? whatever it's called) score being added up to complete a skill check successfully in a dialogue scene.I'm sure it's only for skills. PoE2 will have like 20 of them including a bunch of dialogue-only skills, the balance is all different.
- Party ability scores count towards your score checks, making the player character even more irrelevant than they were in PoE1.
Do you mean they'll make it so that my guy with biggest Might will be able to intimidate people? This is... bad indeed.
? AFAIK this is not the case for attribute checks, only for skill checks.
Of course PoE did allow you to use your companions' attribute scores in the scripted interactions and that doesn't seem to have been too horrible.
You can actually get stuck in the elemental rooms right before the chess room (not sure if the bug is specific to SCS) and have to reset one of the global variables by using the console. Had that happen to me on my last SCS playthrough.Chess game is a neat idea but the execution sucks yeah. On SCS it's pretty annoying.
Codex is gone bananas, it's like more like a professional fan site than something credible.
Let me try to explain.
I believe that for the majority of CRPG players, certainly experienced ones, the "feel" of a game's ruleset is something that quickly recedes into the background and becomes a kind of second nature. It does not factor heavily into their sense of fun in the long term. In the end, whether it's D&D or PoE, what they're doing is fighting monsters, engaging in dialogue, solving quests. You know my mantra - content is king.
As such, any attempt to convey some sort of appealing idiosyncrasy via a game's ruleset is a wasted effort that will only appeal to a few. The role of the ruleset should thefore be to provide a sensible platform for CRPG content creation, first and foremost.
I think that we can divide PoE's critics into two groups - the "ruleset is the problem" group and the "content is the problem" group (they're not exclusive, of course) and that the latter greatly outnumber the former. People who genuinely despise PoE on account of Josh Sawyer's failure to evoke the spirit of 1970s Lake Geneva, Wisconsin are a minority within a minority.
Funnily, against all odds they were actually given a game not long ago that would appeal to them, but they refused to buy it because it had a tranny in it (lol). You didn't though, so good on you.
You can actually get stuck in the elemental rooms right before the chess room (not sure if the bug is specific to SCS) and have to reset one of the global variables by using the console. Had that happen to me on my last SCS playthrough.
Good to know... took me awhile to find that console code on the forums.Yeah, it happens if you don't kill the jelly with fire. It's a bug with SCS, it shouldn't be able to die at all to a non-fire attack
Yeah, I think class systems are driven more by nostalgia than by actual gameplay requirements. Even so, if you have to have one, the point is to make the classes play differently and develop along different paths. Pillars succeeds in this much better than AD&D, where paladins, fighters, rangers, and barbarians are effectively interchangeable.*
Although the barbarian was introduced in Advanced Dungeons & Dragons (1st edition) in the Unearthed Arcana supplement, they were tribal wilderness warriors more akin to rangers, and didn't have anything resembling the rage ability. It wasn't until Dungeons & Dragons 3rd edition that barbarians appeared with an ability with the actual name "Rage." However, there were earlier versions of the Rage ability that just had different names.
In The Complete Barbarian's Handbook (AD&D 2nd edition) there is the Brute class kit which provides a barbarian with the "Wild Brawl" special ability, which is introduced with, "When fighting without weapons, the Brute can propel himself into a berserk frenzy." However, "Wild Brawl" is mechanically entirely unrelated to Rage.
In the same book, the Ravager class kit provided the barbarian with the "Become Enraged" special ability, with which the "Ravager may work himself into a fighting frenzy, increasing his effectiveness in combat." Mechanically, an enraged Ravager hits easier and does more damage, is hit easier, is harder to damage, and is harder to charm.
Also in AD&D 2nd edition there is a Warrior class kit exclusive to dwarves in The Complete Book of Dwarves called the Battlerager, which is "a fearless warrior, able to create an insane rage within himself which increases his fighting ability and distorts his physical features," and therefore a dwarven barbarian in all but name. A Battlerager in "the Killing Rage" receives bonus hit points, bonuses to attack and damage, and an AC bonus, as well as being immune to charm-like effects, but may not stop fighting until there are no more enemies standing.
Similar to the Battlerager is the is the Berserker class kit for fighters in The Complete Fighter's Handbook (AD&D 2nd edition). A Berserker takes a long time to "Go Berserk", but once Berserk gains similar benefits and also can't stop fighting until every enemy is down. Notably, a Berserker isn't allowed to know their own hit points while Berserk!
The Complete Book of Dwarves was published in 1991, four years before The Complete Barbarian's Handbook; but The Complete Fighter's Handbook was published two years earlier in 1989, making the Berserker the first barbarian-like† character with an ability that is recognisable as a "rage" ability.
†Bear in mind that before D&D3, the actual barbarian class was restricted to humans, so fighter class variants like the Berserker and Battlerager was the official way of playing a non-human character that fulfilled the same class role despite not bearing the name "barbarian."
- Hit Dice: d12, rather than d10.
- They move at 2 points faster than the usual character.
- Immune to backstab.
- Can use Barbarian Rage once per day for every 4 levels (starts at 1st level with one use). Rage gives them +4 to constitution and strength for 5 rounds. Gives a -2 armor class penalty and +2 to saves vs. magic (but actually imposes a -2 penalty to saves vs. magic in the original game, despite the description). Rage also gives immunity to all charm, hold, fear, maze, confusion and level-drain spells. This ability is very similar to Enrage, which is used by Berserkers. Enrage has double duration, but different bonuses and it comes with penalties after the duration has run out.
- At 11th level, the barbarian gains 10% resistance to slashing, piercing, crushing and missile damage. This improves to 15% resistance at level 15 and up to 20% resistance at level 19.This ability stacks with the Hardiness high level ability.
- Cannot wear full plate or plate mail
- Cannot specialize past normal specialization.