Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • 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.

Game News Age of Decadence Demo Released

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,762
Location
Copenhagen
Uh, did you not understand what I said? I don't have a problem with the fact that I can't handle them. I was using the encounter as an example of how it was an encounter where a sub-optimal combat-character who had also invested points in talky skills had other results than pure talky or pure combat characters.

With my character, I can take on the first encounter, but it leaves me at two few HP to tackle the second. However, I can get out of the situation by another route that avoids the second encounter, so in this instance my character who is not focused solely on combat or diplomacy can resolve the situation anyways. So the Militades-quest is an example of what I'd like more of. However, playing such a character should be DIFFERENT from pure combat or pure talky, and I find, as you said, that:

you have to either put your points into non-combat skills and solve objectives in non-combat ways, or put your points in combat skills and solve objectives by killing people.

and that's a shame... I would like to do a bit of both. It is possible, it just seems much worse than the alternatives. And as I said, that's a shame. The specific example with the Praetor is a good one. It's a character that's supposed to do both from his description, however you're much better off just dedicating yourself completely to either the full combat-route or the full diplo-route.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
So you need high INT to point out that better soldiers would help in winning the fight against dangerous enemies?
 
Unwanted

Kalin

Unwanted
Dumbfuck Zionist Agent
Joined
Sep 29, 2010
Messages
1,868,264
Location
Al Scandiya
Well, I just finished the demo again, this time with a mercenary with STR 8, DEX 10, STA 5, PER 8, INT 5, CHA 4. I invested all my SPs in daggers, dodge, throwing and critical strike. Aside from the first encounter, I only used daggers and throwing weapons and did not wear any armour other than expensive robes.

By relying solely on dodge, daggers and throwing, I actually managed to rack up quite a body count. Far greater, in fact, than with my previous, more traditional sword, shield and block character. For unarmored foes I used flurry of daggers (with 12 AP I could dish out two of those per turn) and for the heavy armoured grunts I went with nets, aimed hits (if they lacked helmets) and power attacks. I understand that daggers will be rebalanced a bit, and I must admit that it does seem warranted. With high strength and a good level of critical strike they can be extremely good, provided, of course, that your defences hold up throughout the fight.

The only encounter I couldn't deal with was the Aurelian outpost. I had some success outrunning the guards, throwing nets at them and then employing power attacks with throwing daggers, but the crossbowman was deadly and that accursed spear-wielding officer always gutted me in the end. Frustrated, I attempted to sneak inside, but I got caught inside the mine and had to fight my way out. Killing the miners and the two guards was easy, and I really started to feel confident. Once I made it outside, however, the whole unit was waiting for me. Suffice to say, they quickly cut me to shreds.

I think a plain attack is doable, but I certainly need to experiment a bit more. In a way, I rather wish it was possible to take out the officer with a critical strike (or at least, injure him), perhaps not at once, but why not when he turns his back at you after the failed lore check? It would certainly be a big help for dexterous characters. Then again, I gather that combat is supposed to be challenging, and that attacking a well-guarded camp ought to be very difficult.

By the time I had finished all the other quests I went ahead and joined the Boatmen. Since I had already finished the assassin path during a previous playthrough, I decided to make a second attempt at betraying the Guild and siding with the Imperial Guards. With high dodge and throwing, as well as some much needed use of critical strikes, the assassins were no match for my character. What followed was really quite spectacular, and the ending really made me want to play on and see what would happen next.
 

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,603
Location
Deutschland
So you need high INT to point out that better soldiers would help in winning the fight against dangerous enemies?
No, having high INT you can offer a better solution to IG2. The result is, in the eyes of the IG commander your status changes from "dispensable" to "valuable asset". That's why he gives you his best men in IG3 instead of a bunch of other dispensables.
 

Regdar

Arcane
Joined
Apr 24, 2011
Messages
665
I know one thing that will definitely be a win for everyone - is if the fabled testers who allegedly found no problems with the demo's difficulty upload a walkthrough to youtube. Played with a combat-oriented character, of course. I mean, maybe the new shit I've been playing really has gotten to me.
 

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,603
Location
Deutschland
Uh, did you not understand what I said?
Yes, I misunderstood you apparently.

and that's a shame... I would like to do a bit of both. It is possible, it just seems much worse than the alternatives. And as I said, that's a shame.
You can do a bit of both. You definitely can do A BIT OF BOTH.
But wait, you acknowledge that doing a bit of both is possible, you just lament that it's worse than the alternatives. If you split your skill points between social and fighting skills, does it really come as a surprise that you don't excel in either as much as a focused character would? Are you suggesting the game should be balanced for jack of all trades who can succeed at whatever is at hand regardless whether they feel "talky" or "fighty" at the moment?
 

Commissar Draco

Codexia Comrade Colonel Commissar
Patron
Joined
Mar 6, 2011
Messages
20,872
Location
Привислинский край
Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
So you need high INT to point out that better soldiers would help in winning the fight against dangerous enemies?

Hmm.... Instead of Charisma + streetwise/persuession to make Legate send good men into secondary mission (securing Gates was far more important) with new recruit.... Well makes sense I guess Shame you can't do the same with Praetor dude missions. As far as Mitriades encounter goes you can end up it by 1) using dexterity and run 2) beating first goons using side room and slitting the lieing bastard throat and ''save yourself trouble'' 3) talk yourself out of trouble using moderate persuasion check or all the hobos and kittens you killed earlier or 4) kill those fags which is difficult but duable with character having 50 in block and upgraded gear. That's lot of option for both talky, fighty and hybrid types.
 

Commissar Draco

Codexia Comrade Colonel Commissar
Patron
Joined
Mar 6, 2011
Messages
20,872
Location
Привислинский край
Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
I know one thing that will definitely be a win for everyone - is if the fabled testers who allegedly found no problems with the demo's difficulty upload a walkthrough to youtube. Played with a combat-oriented character, of course. I mean, maybe the new shit I've been playing really has gotten to me.

They played older version with all the gear and lot more XP, which VD in his Wisdom deemed too easy for :rpgcodex:
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
and that's a shame... I would like to do a bit of both. It is possible, it just seems much worse than the alternatives. And as I said, that's a shame. The specific example with the Praetor is a good one. It's a character that's supposed to do both from his description, however you're much better off just dedicating yourself completely to either the full combat-route or the full diplo-route.

Yes, so would I.
Might be though, that this is less of a problem in the full game, as you will hopefully have more opportunities to earn a few skill points and therefore put some more points into both sections. I was a bit disappointed with the Praetor because from his description he sounded like the ideal character for a mixed build, but ultimately you have to focus him in the demo.

Part of this probably also is stemming from a peculiarity of the skill checks implementation.
VD really likes to design them so that you need two different skills or attributes to overcome a hurdle (and he explained why and i can understand his reasoning). Unfortunately, aside from being hard to predict what skill will be needed, they are often somewhat unrelated to your character or skills you might have needed earlier if it's a questline.
Take the thieves quests: They mainly revolve around stealth, pickpocket, lockpicking and streetwise, like I would expect.
In the last quests however, suddenly disguise is introduced (and also to a lesser extend persuasion).
So ultimately the game encourages you to both focus on some skills to get high values AND spread out your points in case another skill might suddenly be needed to successfully complete a quest (I'm not sure, but is there a non-combat solution to the ambush quest without disguise?).
The combinations that enable you to succeed are very specific. If you just decide on a certain build and stay with it, you won't be able to complete a lot of quests, sometimes even main (faction) quests.
That's not a "won't buy" for me, but it can be a bit frustrating, so I'd like to see a bit more flexibility there.

Again, this all might resolve itself in the full game when you have the possibility to do some side quests for exp. if you hit a wall in some other quest-line.
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
Maybe the fact that if not for superior equipment and skills, a lot of the encounters are down to pure chance?

Oh, lost str so now I lost the str bonus and am doing 0 damage and the other hits won't land because my perception got shot. Reload.

Anyway, screenshot shortcut?
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,762
Location
Copenhagen
Yes, I misunderstood you apparently.
Thought so.

jack of all trades

Focusing on a weapon, a defense skill and one or two other skills doesn't strike me as particularly jack-of-all-trades-ish.

whatever is at hand regardless whether they feel "talky" or "fighty" at the moment?
See my example with the Militades quest? I bring that up as an example of a "nice" way to handle talky-fighty characters, because you have options that relay to being one (i.e. you can fight the first encounter and then talk your way out) but it's not necessarily better than being combat or talky. And that's where you misunderstand me again, I think:

does it really come as a surprise that you don't excel in either as much as a focused character would?

No, I'm saying I'm surprised the game isn't balanced around it. Consider this: If truly a jack-of-all-trades was possible, then it would be strictly better than to focus on combat or talking, right? Because it could do both as well as the two others. I'm not asking for that. I'm asking for a combat-talking alternative that doesn't feel completely gimped.

You know what? A good simili is a gish from fantasy games (a fighter/mage type class). There are systems in which these are strictly better than fighters and mage because they do both and thus make the other classes useless. There are systems in which these are inherently gimped, because they can't function near as well as just a straight up fighter or a straight up mage (this would be AoD in the example). Then there are systems that geniusely approach these as archetypes in themselves - balancing by letting them do different stuff instead of just being a mix (see Pathfinder's Magus).

I'm not saying it's completely comparable, I'm just saying that especially in a game like AoD there should be a way to mix and match, since it's an open system. Otherwise there's really little sense in having talking C&C and combat in the same game... might as well have made two different games then. And there sure as hell ain't no reason for the open system.
 

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,603
Location
Deutschland
I'm not saying it's completely comparable, I'm just saying that especially in a game like AoD there should be a way to mix and match, since it's an open system. Otherwise there's really little sense in having talking C&C and combat in the same game... might as well have made two different games then. And there sure as hell ain't no reason for the open system.
Disagreed. This problem only arises when you expect to do everything at once in one playthrough. As the game is designed it provides largely different experiences according to character build. Which makes the game really replayable. I already played it ~10 times and I don't think I've discovered everything yet.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Disagreed. This problem only arises when you expect to do everything at once in one playthrough.

You won't be able to do everything in the same playthrough. Grunker's right here, at least in the demo a in-between approach is disproportionately more difficult than a focused character. I'm confident that this will resolve itself in the full game, but if not, they might as well have made two different games, a TB tactical combat game and a text-adventure.

I don't see anything wrong with a character that chooses one offensive and defensive skill each and then one or two talky skills.
E.g. a Praetor that has swords and blocking as well as persuasion and etiquette. Remaining points can go into criticals or a third non-combat skill. Sounds reasonable to me. You should maybe be careful to pick your fights, but you don't need to avoid them completely.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,762
Location
Copenhagen
This problem only arises when you expect to do everything at once in one playthrough

I really hoped you would have realized it's not about that after I repeatedly said it wasn't about that:

See my example with the Militades quest? I bring that up as an example of a "nice" way to handle talky-fighty characters, because you have options that relay to being one (i.e. you can fight the first encounter and then talk your way out) but it's not necessarily better than being combat or talky.

How is this character doing everything at once? And why is the Praetor even described as a fighter and a leader in the lore if the game is not intended to be played with one?

Vault Dweller has said many, many times that this game is much more enjoyable if you go into it with the intentioin of roleplaying a character. Why am I not allowed to played an the very definition of a Praetor - an officer trained in fighting, etiquette and leadership? Truly, most characters aren't just THE MERCHANT KING or THE STUPID-ASS MERCENARY. The interesting characters to play fall somewhere in between, hence my interest.

AGAIN, I don't want everything in one single-playthrough. You don't even get everything in a single play-through from being all-combat or all-talk, as you've just stated yourself. Why should it be so sub-par to want to play SOME combat-encounters and SOME peaceful resolutions?
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
Heh roleplay? How are you supposed to roleplay when the game plays you instead of the other way around, with non combat skill use so far restricted to text encounters?

Oh hi. I'm a thief. I go around town stealing peoples money. That is when I run into a scripted event. I don't use my thief skills otherwise.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,762
Location
Copenhagen
So it's roleplaying when you interact with the environment but not when you do it in a text adventure? :eek:

You know what - let's stop here. I can see a seriously idiotic discussion coming and that wasn't what my post was about anyway. I just want the "gish problem" answered.
 

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,547
If you don't agree with that, stop saying you do.

Ahem:

Again, that is apparently "most of what you wanted to say".

I didn't say "I agree completely with everything Marsal said." Maybe in future I should avoid saying I generally agree with someone in case you convince yourself you're arguing with him instead of me?
Grunker, seriously, go look up the definition of "most". At least 80% of his post was about there being fundamental flaws in the game. If you genuinely think Marsal said "most" of what you wanted to say - and your defense is this - then you've got fucking rocks in your head.

Marsal points at a problem and I completely agree that it is a problem. What they should have done instead of make save-or-die checks was make save-or-something-bad-happens checks.
Which, incidentally, would be a re-design.

But to the game's defense, the parts I've played through so far have had both. The first is bad-bad-bad, because it is the core part of what is problematic. But it doesn't make the game unplayable;
Oh please, whoever said the game was unplayable? The only person who ever threw that around was you. And as I've said, if the game is perfectly playable, why are we even bothering about this "less of a problem" or "not really a problem, problem" or however you're defining it?

No really, explain clearly why this is "big enough" of a problem that it needs to be fixed at all. Because what, you're upset that peoople aren't spending their points immediately and they might :shock: reload and change their minds?

The band-aid won't work. And in fact it will make the problem more pronounced. I've already explained why here and here.

And I explained to you why you were wrong just a few posts below - since then you've refused to discuss the matter at hand. So it's your turn to answer my points I believe.
You mean this? You either have a problem with the English language, you're trolling me or you're completely fucking dense. My money's on the latter.

Here is your reply to me pointing out why the bandaid solution won't work and will in fact exacerbate the problem:

1. Your first chunk is talking about how it's a problem but it's not really enough of a problem that needs the game to be re-designed.

2. Again, you support forced SP expenditure because you got through the game without saving any SPs at all.

...and that's it. Literally, that's all you've got.

You didn't answer why people are choosing to meta-game in this manner. Instead, you're actually ignoring why they're meta-gaming in this manner and instead preventing them from doing it - because, you know, you got through ok.

Why did you propose the strawman that people wouldn't reload 10 hours of game-play with the "forced SP expenditure" system when there isn't even 10 hours of game-play in the demo for them to reload? And yet they're reloading, save scumming and hoarding SP?

Why do you seem to admit that in AoD, those crucial couple of skill-points could make a difference to the game's binary skill checks if invested in the right area (which, duh, is why people are doing this in the first place), then seem to argue that a few skill points doesn't matter?

Grunker, why are you so upset that some people are choosing to save their SPs (to get around the game's binary skill checks and lack of information) rather than spending them immediately? Why do you feel that these players need to be forced to spend their SPs the minute they get them? Does hearing about other people playing games differently to how you do upset you that much?

If you have just an ounce of willingness to actually listen, do so now:

The problem, in my mind, is as follows: The game is structured around giving players an unperfect playthrough - at least, that's what will happen to most who play it blindly. This entails not doing certain quests etc. The problem here is that save-scumming breaks this. It encourages you not to use your skill-points in order to circumvent the game's mechanics so that you can blast skill-points into important skills when it becomes necessary. This is a big problem with game design, because a) player's shouldn't be incentivised to do something they don't really feel like doing (saving up skill points) - it's like the "stockpile ammunition" problem of shooters (nobody wants to, most do it), b) It's a major design flaw in my mind because it's completely random - if not all checks have the same sort of relevancy/balance, then how do you account for that in chargen? and lastly c) The parts that are basically "save-or-die" are obviously broken as fuck.
I took the liberty of high-lighting some key points.

So we accept that we have a game which has some seriously broken design. No ifs, no buts. And please don't try and now argue that this problem isn't a major issue. You just said as clear as day "big problem", "major design flaw" and "broken as fuck" so for the love of all that is holy, stop your bullshit attempts at weaseling around that. Stop pretending you think this "isn't that much of a problem". You cannot on the one-hand use any of those words, only to turn around on the other hand and say "Oh but it's not that bad!! No really!!".

Now here's the truth: You don't actually understand what the problem is (which to be honest, given what you've said, unsaid, counter-said and then contradicted yourself saying, isn't surprising). Which is why you keep tripping over yourself about whether or not you agree with what Marsal said, most of what Marsal said or only 1/10ths of it or whatever.

This is what you think the problem is "The problem here is that save-scumming breaks this". You believe the problem is save-scumming (or SP hoarding) itself.

This isn't what Marsal said. Not in any way what-so-ever. Not even 1/10ths or what he said agrees with this being "the problem". Nor is it what I believe the problem is.

Again, the problem as Marsal defined it is: "In AoD you have a bazillion skills that are not clearly defined and overlap in their use and usefulness. The quests can be resolved in any number of different ways, with little room for improvisation or player agency. It's essentially a case of tyranny of choices and having no ability to influence their effects after they have been made, without save scumming. [...] Now make a thief? You'll want a weapon skill, a defensive skill, sneak, steal, lockpick, traps, streetwise, maybe critical strike, maybe disguise, maybe alchemy. That's about 7+ skills. To make matters worse, you can't improvise with the sneak skill, either you pass the check or you die."

Let's break that down:
  1. The skills are not clearly defined. They overlap in their use and usefulness. Multiple skills do the same thing, or at least it seems that they should. So the player is uncertain on which skill to actually put their points into (notice how forced SP expenditure won't help this and will actually exacerbate the problem).
  2. The quests can be solved in different ways, but only if you've got "the magically correct" skill at the time. You have no idea of knowing what's coming up and again, don't know what to invest into until after the fact (once again, forced SP expenditure doesn't help the player get around this).
  3. There is no room for error. If you fail a skill check - such as you're short a point on something- YOU DIE! You get dumped in impossible combat situations and are forced to reload. There's no "run away" option (Again, how is forced SP expenditure actually going to help solve this?).

The problem is, the player wants to role-play the thief or the diplomat or the whatever but the game doesn't let him. He only finds out after the fact that instead of putting points into Buttkissing, he should've put them into Cocksucking instead. They seemed like the same skill but the check he encountered used the other one and the gamer had no way of knowing which one to go for... or he just needed a couple of more points put into it and then his DIE encounter would've turned into a WIN and he'd have been able to get through.

So as I've said already, save-scumming is not the problem. It's the solution to the game's deep design flaws in that it dumps you into "do or die" situations with no escape. How is the thief to know that his sneak wasn't high enough unless he tries to sneak and then finds out after the fact that it failed?

Now crucially, Marsal points out that exact fore-knowledge is not the solution here (IE: Telling the player that a "sneak check Level 50 is coming up"). The real problem is that there's no way out. There's no "soft landing". It is literally, "oh shit, I died". And the only way for the thief to get passed that check (as a thief, which he's role-playing) is to go back and take those points out of whatever and put them into whatever else.

That, my friend, is the problem. Now let's look at the proposed solutions...

Now, the solutions are as follows: You can redesign the whole game, but is not an option here, and the game is fun and playable even without a fix, so what CAN we do. Well, we can solve problem a) by introducing Marsal's "spend-skill-points immeadiately"-fix. This will have the byproduct of partly fixing problem b), because players will now HAVE to accept unperfect playthroughs (which is arguably what the game intends to anyway, given the C&C-angle) or reload a million years back in time.
Ok first point, I really like how you completely over-exagerate everything. "I didn't say the game was unplayable!" (when no-one did). "They'd have to reload 10 hours!!", and now "a million years!".

Now let's be realistic here. In AoD, there are some crucial times when having 5 or so extra points in something comes in very handy indeed. Not necessarily 10 or 20 points, just those few. There's also no reason to spend every skill point the minute you get it because for the whole, it doesn't matter except for those crucial PASS or DIE dialogue situations where it becomes critical.

On the other hand, there's also combat which a lot of people are struggling with. If you lose combat, you DIE. So you have to either find a way to WIN that combat encounter (which someone role-playing a Mercenary might want to think they should be capable of doing, for example) or you need a way to avoid it. Both scenarios mean having the right skills. You either need the right level of Cocksucking to pass the dialogue check... or you need to throw more points into Block, take the opportunity to craft the right set of armour and grab yourself a two-handed or a long-range weapon and stock up on extra nets. The problem is (and again, this is the actual problem) the player doesn't know any of this information until you encounter the WIN OR DIE situation.

Once you've encountered it, you can spend appropriately and alter your character as necessary.

This of course, is best fixed by re-designing those parts and making it some-what clearer to the player that a WIN OR DIE situation is coming up (sorry but some vague mention that "something doesn't seem right" doesn't cut it) or by providing an "out" for those DIE situations (IE: Other than re-loading and picking the "avoid" option because again, that's meta-gaming the system).

Providing an "out" isn't that simple though again because of the way the game has been designed. If you're a thief and you're investing in sneak - but you just don't have enough to pass that dialogue skill check - then you're dumped straight into a combat situation that you can't win. The game basically needs to be re-designed so that it doesn't "dump you right in it" (perhaps by going back to a more traditional sneak system) and that's a major re-design.

So if we take Marsal's band-aid and apply it, what happens? The player is dumped into WIN OR DIE situations that they can't escape from. Given that, the only way through is to re-load. All your system does is force them to reload much more of the game than they otherwise would have, had they been able to hoard skill points. Because let's face it (to borrow your over-exageration) re-loading 10 hours is better than having to start all over again and re-play through 30 hours just to get to the same point.

C) we obviously can't fix, but insofar as it's a part of b) (accept unperfect playthroughs) it doesn't matter - people will have to avoid those quests.

Notice how I didn't talk in absolutes? I mean, your claim is that the game is completely unplayable,
Quote where I said the game was unplayable.

No really, go look for the word "unplayable". That was - and always has been - a strawman you threw up. It's never been anything I've actually said. Again, you seem to be having issues actually understanding what you're reading.

yet plenty people play it and find it fun. That doesn't counter your argument of course, but it would sure be nice if you could discuss it from a more practical stand-point where a flaw in design didn't mean the end of the game.
Right now, the game is too binary. As you've pointed out, it's either all combat or all talky. Not even a little bit of both? It also means the game is too harsh and unforgiving on players who dare to put a point in anything other than their focus.

Unless of course you are firm in the belief that you won't have any interest in the final product under any circumstances.
Well to be honest, I've never been particuarly interested in "choose your own adventure" books with broken combat systems (seriously, this combat system has been tested, right? Did none of the testers bother to try Dodge?). I also prefer RPGs with world exploration and a point to walking around towns (you know, useful loot you can find, stuff you can steal from people - using non-combat skills in the game-world rather than just in dialogue). And yeah, magic dialogue teleportation... In Oblivion they called that fast-travel and AOD's method is actually worse.
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
So it's roleplaying when you interact with the environment but not when you do it in a text adventure? :eek:

You know what - let's stop here. I can see a seriously idiotic discussion coming and that wasn't what my post was about anyway. I just want the "gish problem" answered.

That was a reply to VD's point, not yours. And yes, you are playing the role of a thief more so when you're actually choosing to use your skills than when the game chooses those points for you in a non transparent way.
I don't think it was that obtuse.
 

Regdar

Arcane
Joined
Apr 24, 2011
Messages
665
Just started a praetor. Well, that didn't take long for me to hit a dead end. You get no armor, not enough money to buy armor and the only way to progress is to make a persuasion check. Someone here is seriously misinterpreting the term "replayability".
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Just started a praetor. Well, that didn't take long for me to hit a dead end. You get no armor, not enough money to buy armor and the only way to progress is to make a persuasion check. Someone here is seriously misinterpreting the term "replayability".

The key to the first checks is etiquette, even gives you a half-way decent armor right at the start.
Nevertheless, you are probably best off playing a pure talker with a focus on persuasion(hint: there's some disguise and lore checks ahead).

I didn't find Praetor to be very convincing, tbh, the demo gameplay seemed very restricted to me compared to other classes.
Then again I maybe missed something.
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
Just started a praetor. Well, that didn't take long for me to hit a dead end. You get no armor, not enough money to buy armor and the only way to progress is to make a persuasion check. Someone here is seriously misinterpreting the term "replayability".
Oh hahaha. Hadn't played Praetor before. Gave it a shot. Well, description seems to indicate they're some kind of jedi knights. Poured my sp into sword, block and crit. 2 points remaining went into persuasion so it was 29. Which is shit.

First check with merchant wants streetwise+persuasion I think it was. Fail.
Unavoidable combat follows. Ok, not exactly. You can leave and do other quests and get armor and then do that.
So you go pump up persuasion and get some actual armor. Ok nevermind that your lord entrusted you with a task one would assume you'd jump right into.
Once in combat, you and your men die oh, in about 4 rounds, if you run around avoiding as long as possible.
 

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,603
Location
Deutschland
How is this character doing everything at once? And why is the Praetor even described as a fighter and a leader in the lore if the game is not intended to be played with one?
...
Why am I not allowed to played an the very definition of a Praetor - an officer trained in fighting, etiquette and leadership?
You can play a Praetor in exactly this manner. That's a fucking fact. Splitting your skills will still leave you less of a combat giant than a purely combat focused character. That's where your social skills come in, you can for instance use the raiders to raid the Aurelian outpost for you.

AGAIN, I don't want everything in one single-playthrough. You don't even get everything in a single play-through from being all-combat or all-talk, as you've just stated yourself. Why should it be so sub-par to want to play SOME combat-encounters and SOME peaceful resolutions?
You're grasping at straws. Neither is it impossible to play SOME combat-encounters and SOME peaceful solutions nor is it in any way "sub-par".
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
Just started a praetor. Well, that didn't take long for me to hit a dead end. You get no armor, not enough money to buy armor and the only way to progress is to make a persuasion check. Someone here is seriously misinterpreting the term "replayability".

The key to the first checks is etiquette, even gives you a half-way decent armor right at the start.
Nevertheless, you are probably best off playing a pure talker with a focus on persuasion(hint: there's some disguise and lore checks ahead).

I didn't find Praetor to be very convincing, tbh, the demo gameplay seemed very restricted to me compared to other classes.
Then again I maybe missed something.
Ah it was 35 etiquette. And that's the best armor any character starts with. In fact it's so good most other players will have to wait a long while to get anything like it. Not exactly obvious either.
I got 30 pers and streetwise. That was enough for Linoleus. One option gives you a shit potion you can't use anyway. Anyway, with that setup I intercept and pass etiquette check. Going the other way, you won't pass the persuasion check and will die, even with your new armor. 34 sword isn't enough, which is what I raised it to with the 5 sp I got after talking to Lino. The only way out is the etiquette route. Hokay. Choice and Combat.
 

Achilles

Arcane
Joined
Sep 5, 2009
Messages
3,425
I've been playing around with the demo, I haven't completed it yet because I'm trying different things and seeing how they play out. So far, I've noticed three things:

1. You need to plan ahead. Buy supplies and extra equipment before starting a potentially dangerous mission. It's a lesson I had to learn the hard way when an axe-wielding foe destroyed my shield in the second turn. Should have brought a spare.

2. Perception is an important stat for combat-focused characters. I rolled a standard mercenary and died at the hands of the assassin. I rolled another, took one point out of CON and CHA, raised PER to 8 and tried again. 3 out of three times, I killed the assassin. High PER (8 or more) makes a massive difference to your THC.

3. You need to use common sense. I met Miltiades, I followed him and he screwed me over. Then I thought about it and, well, I blindly followed a guy I met in the corner of a street to a remote location with the promise of shiny loot. I'm lucky I escaped with my butthole intact.

Overall, I'm having fun.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom