Captain Shrek
Guest
We all saw Adam "Attempt" IWD. I have a good idea what to expect from him.
If some of youse guys really don't believe that some battles in BG2 were so significantly easier with a mage that not having one in your party was gimping yourself
Backstab is a situational ability that requires a backstab-able enemy, not applicable in a lot of cases.I'm not in the Sawyer-hating crowd, but this is wrong.There is a little thing called backstab.In BG2 it was death for enemy mages.FFS, a high level assasin could deal damage in the tripple-digits.
This is correct. MotB can indeed be "beaten" with a Bard/Cleric/Swashbuckler/Arcane archer build.Also, a lvl 10 fighter/ 7 cleric is not a lvl17 fighter, right. But he has 15 BAB and in exchange for the loss of 2 attack bonus he has divine favor, bless, prayer, divine power, recitation. I don't see how this char would fare worse than a straight lvl17 fighter unless he decided to make him charismatic or something.
The presence of a single class in your party shouldn't have such a drastic effect on difficulty.If some of youse guys really don't believe that some battles in BG2 were so significantly easier with a mage that not having one in your party was gimping yourself
So what?
Classes should have more to do in combat than just an opening attack against certain creatures.Backstab is a situational ability that requires a backstab-able enemy, not applicable in a lot of cases.
Same question.
Clerics aren't just the "turn undead" class, they have many other useful actions they can perform in any given combat session.Let's talk about clerics. They're very strong against undead. Is this a problem? Should fighters be able to turn undead? Or do we make take turning work on everyone. Or just take it out the game.
I don't think having your approach defined by skills is really the best way a lot of the time. Especially if it's skills picked independently of combat stuff. It basically amounts to you choosing your approach on the chargen and level ups, instead of deciding what to do as new situations come along. If you're good at X skill, obviously you'll use it every time over Y, no choice to be had.
It's more interesting to base decisions on what happens in the gameworld, on your own actions - f you're a known slaver you're treated differently than if not, for example. Or you might learn lockpicking from a dude in the gameworld, which opens up some possibilities, and is much more interesting to actually have to go out and seek that skill instead of checking a box upon levelup. But if you just kill the guy who'd taught you, you get a different kind of advantage from that.
Of course, branching like this is much more complex thing to do than just checking if a certain skill is above a threshold and acknowledge that.
Problem is it's more episodic content BS. Who wants to sit through the same cutscenes over and over? Which comes back again to sawyer being yet another dev who wants to make noninteractive movies, not games.
Would it not be:This is a problem if mages are making the game too easy, but I don't believe they were. The game just expected you to have a mage. But so what? The space of all possible parties that include an arcane caster isn't much smaller than the space of all possible parties. In any case mages only have a drastic effect on the difficulty in certain encounters, assuming they have spells stocked. The point of bringing up clerics is that they do this as well, having a cleric makes undead encounters much easier. The same is true of rogues for encounters they can start with a backstab. Fighters on the other hand usually get the most kills over the course of the game.
We're talking in the context of a party based single player game. The player controls the entire party, and doesn't have any obligation to feel bored or embarrassed on behalf on his imaginary party members every time he feels they aren't pulling their weight. What matters is that the player has enough to do, why does it matter that his rogue has enough to do?
Now it could be argued that in D&D games the player doesn't typically have enough to do, and perhaps melee classes should be given more abilities and stamina/adrenaline bars or whatever. I'm kind of dubious about this but it's not really an argument about balance.
Well, feel free to disagree, but I feel this model wouldn't be inappropriate even to a Knights of the Chalice like game..
And I think you are giving him too much credit by freely interpreting things when they seem to become uncomfortable with this "vision ".Sawyer's approach make sense under a sertain light. Maybe all this class "overlap" really means that it is his way to intoduse multiclassing without naming it so.For examble,you start with a mage and over the course of the game you can leave him a traditional mage, or make him an assasin-mage, or mage with armor and two handed sword, or pistols. If that is the case it seems to me he tries to conbine the class system of IE games with the developing freedom of,lets say Arcanum. I think it has potential if they can pull it of.Don't forget, that Sayer is not alone.Tim Cain is also on board as a senior designer.
Well, feel free to disagree, but I feel this model wouldn't be inappropriate even to a Knights of the Chalice like game..
I don't disagree. I just don't think you can accomplish this in a combat-centric pary-based RPG without splitting up combat and non-combat skills, or making other more drastic concessions.
I think it comes down to this. Either you think Saywer and Cain know their job and will make an interesting system,or you think that the don't and will make a dumbed down streamlined system for theAnd I think you are giving him too much credit by freely interpreting things when they seem to become uncomfortable with this "vision ".Sawyer's approach make sense under a sertain light. Maybe all this class "overlap" really means that it is his way to intoduse multiclassing without naming it so.For examble,you start with a mage and over the course of the game you can leave him a traditional mage, or make him an assasin-mage, or mage with armor and two handed sword, or pistols. If that is the case it seems to me he tries to conbine the class system of IE games with the developing freedom of,lets say Arcanum. I think it has potential if they can pull it of.Don't forget, that Sayer is not alone.Tim Cain is also on board as a senior designer.
Except I'm not making an argument for or against the current system at all.Nebuchadnezzar
There is Much more to this story apparently, concerning especially this overlap thing we are talking about. Providing single article to base that argument on is kind of fallacious. Probably someone can find a video / post on which this discussion is based and post that too.
Well, the kickstarter pitch is probably the best place to start, since that is where Obsidian was describing the game as a whole and the features they planned to implement in somewhat concrete terms. For example, they described the classes they would implement. Everything that I've seen causing panic, rage and sadness ITT is based on Sawyer's very high-level discussion of principles he applies to game design generally, with very little detail about what they are actually doing with P:E itself.
Probably you should read the Topic title again.Well, the kickstarter pitch is probably the best place to start, since that is where Obsidian was describing the game as a whole and the features they planned to implement in somewhat concrete terms. For example, they described the classes they would implement. Everything that I've seen causing panic, rage and sadness ITT is based on Sawyer's very high-level discussion of principles he applies to game design generally, with very little detail about what they are actually doing with P:E itself.
Yes. And most of those raging people are comparing Sawyer's high-level principles to their own vision of the "Ultimate Codexian Game", instead of viewing those principles in the proper context of an Infinity Engine-like, D&D-ish game.
Yes. And most of those raging people are comparing Sawyer's high-level principles to their own vision of the "Ultimate Codexian Game", instead of viewing those principles in the proper context of an Infinity Engine-like, D&D-ish game.
Well, for what is worth, I am comparing them to my own vision of the "Ultimate, Codexian, Infinity Engine-like, Old School D&D-ish Game".
Everything that I've seen causing panic, rage and sadness ITT is based on Sawyer's very high-level discussion of principles he applies to game design generally, with very little detail about what they are actually doing with P:E itself.
Everything that I've seen causing panic, rage and sadness ITT is based on Sawyer's very high-level discussion of principles he applies to game design generally, with very little detail about what they are actually doing with P:E itself.
However, arguing against these general design principles is countered with the misguided rebuttal that "P:E is this and that, which makes the principles 'o.k' in this one specific context."
Thus, measuring a game-designers ideas against your own standards, deluded "Ultimate Codexian Game" though they may be, is a no-go because P:E just isn't an "Ultimate Codexian Game" and is exempt from criticism on the popamole front. At the same time, these ideas in no way reflect on P:E, because they're just general design principles and won't necessarily find their way to P:E. Must be nice having both bases covered.