Irenaeus
Self-Ejected
Should mages with quarterstaves really be meleeing with Balors? Think about it, folks.
Well obviously I didn't mean a definitive "Choose this if you're a merchant", but the descriptions during chargen giving me some idea of what, say, a loremaster is expected to be proficient in isn't the same as telling me how to play.
As soon as Brian Fargo tweeted ‘So, the awesome Fallout-inspired RPG Age of Decadence in now on Steam early access’ I jumped online and bought the game sight unseen.
For Darwin award achievement? of course.Should mages with quarterstaves really be meleeing with Balors? Think about it, folks.
I assume when that tweet is forwarded.... non-Codexers assume that the verdict is everything in AOD is shit?
It was a +1 staff, duh.Should mages with quarterstaves really be meleeing with Balors? Think about it, folks.
My thought as well. We aren't raising/lower the cost, but the level.That skill system sounds better than the current one, yeah. Although it seems daft to place the +/- buttons at the skill cost and not at the skill level.
My thought as well. We aren't raising/lower the cost, but the level.That skill system sounds better than the current one, yeah. Although it seems daft to place the +/- buttons at the skill cost and not at the skill level.
In most games when bandits stop you, you know that you will kill them all in the blink of an eye. So, when they say 'your money or your life!' you don't take it seriously. It's all make believe. You wink and say "please take my money but don't kill me" if you feel like larping. When you're ambushed, it's Christmas that came early. Your only concern is whether or not they drop good loot.
We went a different way and we don't expect everyone to like what we did.
you want to play a combat oriented character but are often prevented from doing so, which is very bad.
I don't see it as a problem, especially in a fast-paced game like AoD. Basically, either you allow most build to succeed no matter what or you don't. If you're making an epic 80 hour long adventure, you should be more flexible. If you're making a game like AoD, you can afford to take a 'roguelike' approach.You often sound more like a critic than a game designer. It is fair to criticize a game like Fallout for being too easy, but consider why it is easy. It has to be easy because otherwise its flexible character system would allow too many doomed character builds.
Also, we are planning on adding combat and civil SP, along with the general one. Combat will be awarded for winning fights, while civil for finding non-combat solutions to the problems. General will be awarded for progressing through the story, which can be used in any skill in the case that combat or civil points are not enough to increase it. These points are on top of the current quest rewards, they are not meant to replace them (except for the current combat ones, which were already planned to be combat only ones). Plus we are making quite a bit of re-balancing on quest rewards and checks.
Yeah, and its mostly the restructuring of the brain neurological pathways that got too accustomed to the usual mass market balance of "effort" - satisfaction.Something I forgot to add previously; yes, the trickiest thing about the game is that there comes a snap moment when you the player, or your particular character, 'gets it' and the difficulty suddenly changes from 'die 10 times to a fight or run from it' to 'oh, this is as hard as hardest difficulty on some other RPGs, but not much worse'.
And ending in all sorts of wrong spots is as it should be. Thats really how life works, after all.Again, I think there's a small but crucial difference between a setting where you can't kill anyone and you're a medium fish in a big pond, which is great, and a game where you want to play a combat oriented character but are often prevented from doing so, which is very bad. I think given the variety of characters you can create in AOD, players who've gone through a few reloads/restarts end up on a nice happy spot in this spectrum, but until then it's easy to end up on all the wrong spots.
May... but i think this approach is inherently more balanced so it shouldnt create any big unbalances - which in the end means less time and money spent on corrections.Besides - if you implement combat/civil SP divide, even that solution's balance may change in weird ways.
Agreed.This is especially important because to be honest, the meat of AOD I feel is combat. I didn't think so when I first followed the game, but when you play it, it definitely is. Playing a talker is fun, but the game breezes by in a few clicks of dialogue options - you do get some awesome options, some of the best in the genre, but I think such playthroughs only shine in conjunction with other playthroughs where you also get through the combat bloody and worn.
4 dodge, 4 spear, no cs at allMy combat assassin was at a bottleneck where with 5 dodge, 4 dagger and 4 crit strike he couldn't resolve the mob behind the tavern
Have you tried to remove anything with a staff+1?Stil trying to work out why removing something's brain is an intelligence procedure.
"You knew where the brain was! Good job!"Stil trying to work out why removing something's brain is an intelligence procedure.
I mean...the 'intelligence' part of surgery is keeping the patient alive while you remove the organ. Organ transplants are pretty easy if you aren't bothering with the reattachment or patient survival parts.
We'll see how far I get with a streetwise thieving praetor.
I once played under a DM that killed off my character because there was a trap in her way, and he did under the guise of, "You never asked to check for traps.". Ridiculous.