Irenaeus III
Unwanted
- Joined
- Jan 10, 2016
- Messages
- 990
Well, considering that the party members will handle some "gating" for you, losing a party member means losing some content down the road.Ah, now i understand. Would also be nice if you implemented delayed consequences as well, i loved how those made save scumming for story choices less of an option.
I don't think it would work.
When you create your own party, you create permanent characters (i.e. you aren't planning to lose them or trade them up). They are meant to be devoted slaves, not characters blessed with free will. The purpose of the personality system is to create tensions and problems when the PC does something that rubs the party members the wrong way (i.e. when the PC makes decisions he should think about how his decisions would affect his party members). Thus, if we were to let you make your own team and assign personality points yourself, most likely you'd simply create characters who'd cause least amount of trouble.
Yeah, hopefully the characters will not be banal caricatures and more like larger-than-life personalities inspired by complex Codexers who defy definition.
Right now (as in subject to change without notice) we're planning to go with 10 traits (values ranging from -5 to +5) strictly for the purpose of reacting to different situations and the PC's choices.The above could only work if the personalities / traits / etc were extremely generic - i.e. 'religious' v 'secular'. If Vince planned on having properly written characters that have a more-than-one-dimensional reason for wanting to burn down that orphanage it's not really going to translate well, and if the player can choose all of these traits anyway it becomes much easier to game the system and create a party that is max-munchkin'd for content and obeisance.
Right now (as in subject to change without notice) we're planning to go with 10 traits (values ranging from -5 to +5) strictly for the purpose of reacting to different situations and the PC's choices.The above could only work if the personalities / traits / etc were extremely generic - i.e. 'religious' v 'secular'. If Vince planned on having properly written characters that have a more-than-one-dimensional reason for wanting to burn down that orphanage it's not really going to translate well, and if the player can choose all of these traits anyway it becomes much easier to game the system and create a party that is max-munchkin'd for content and obeisance.
Religion (-5 means raging atheist, +5 means true believer)
Politics (-5 filthy liberal, +5 glorious conservative)
Loyalty (-5 treacherous scum, +5 loyal to a fault)
Volatile (-5 comatose, +5 always ready to fly off the handle)
Connving (-5 honest abe, +5 Miltiades)
Opportunist (-5 a man of principles, +5 what are principles?)
Idealism (-5 cynic, +5 starry-eyed idealist)
Greed (-5 above money, +5 can quote Gordon Gekko)
Altruism (-5 selfish bastard, +5 For the Greater Good!)
Agreeable (-5 doesn't play well with others, +5 gets along with Hitler)
The NPCs are gates to content here. Having more of them isn't going to make the game easy - it'll probably be more challenging, but more rewarding. It's up to you how far you want to push it.So, in order to have a group I will need to spend points on Charisma and then I will be punished a second time by having XP distributed among the group. I don't understand why games do this all.
The NPCs are gates to content here. Having more of them isn't going to make the game easy - it'll probably be more challenging, but more rewarding. It's up to you how far you want to push it.So, in order to have a group I will need to spend points on Charisma and then I will be punished a second time by having XP distributed among the group. I don't understand why games do this all.
Would you rather have 3 guys with 4 def/4 atck in AoD or one guy with 8/8 ?Usually XP distribution isn't big enough, and having a group is always more powerful
Content in itself is reward, obviously.What are you basing the more rewarding statement on?
The problem with XP distribution here is that unlike in other games you can actually lose companions on your way. Imagine you have a group of 4, sharing XP for quite a while and then you are losing 2 of them. Assuming a similar unforgiving system as in AoD wouldn't you run into serious troubles being left with 2 rather weaklings?Usually XP distribution isn't big enough, and having a group is always more powerful - not to mention a strong scaling often breaks the game by making solo characters hit the cap far too early.