Gakkone
pretty cool guy eh
Didn't you that know 'medieval' means the same as feudal Europe?
No, but finding a bastard sword or a crossbow wouldnt make much sense in that settingYeah man I know what you mean. Medieval Japan was totally katana free amirite?If you chose to build towards katana wielding on a medieval setting, then you should be fucked when it comes to procuring new katanas
Firs comes coherent world building, then comes player builds. This is the very fucking definition of
The game we're clearly talking about is BG2 which takes place in fantasy landia, so I see no reason why there couldn't anything they wanted.No, but finding a bastard sword or a crossbow wouldnt make much sense in that setting
Hate it when i have to clarify stupid stuff like this, makes me feel like im talking to a retard.
Because the odds of finding a magical katana in the sword coast are p. low.The game we're clearly talking about is BG2 which takes place in fantasy landia, so I see no reason why there couldn't anything they wanted.No, but finding a bastard sword or a crossbow wouldnt make much sense in that setting
Hate it when i have to clarify stupid stuff like this, makes me feel like im talking to a retard.
there is a fucking table for D&D with % to find a specific weapon in a treasure, long swords are common, ninja-to`s fucking arent.The game we're clearly talking about is BG2 which takes place in fantasy landia, so I see no reason why there couldn't anything they wanted.
If you chose to build towards katana wielding on a medieval setting, then you should be fucked when it comes to procuring new katanas
Firs comes coherent world building, then comes player builds. This is the very fucking definition of
Strong Sawyer + Energy weapons vibes.
I didn't really understand why they dropped the weapon categories from BG1. You had to pick your weapon specializations with very little knowledge in BG2.People specialize in rare weapons then get butthurt when it turns out they really are rare.
the point is giving more variety, you will find katanas, but they are rare and youll probably find stronger longswords/halberds/whatever-the-fuck-is-used-on-that-place-the-most.If you chose to build towards katana wielding on a medieval setting, then you should be fucked when it comes to procuring new katanas
Firs comes coherent world building, then comes player builds. This is the very fucking definition of
What's the point of adding "katana build" in your game if you don't give player access to katanas? Is it because you want to feel smart for choosing "longsword build" or because you enjoy increasing meaningless numbers?
You took your chances, like you take your chances with an chinese character on a tribal setting while playing PnP (reasons for that are up to you), your Jin Shi proficiency will be pretty fucking useless there, then you ROLEPLAY that situation, which is interesting, thats the whole point of an rpg, its says so, on the name!
Well, not in the popamole view of RPGs where they're not about dealing with the advantages and shortcomings of your character, but about having everything served to you and the only thing you need to do is decide whether to shoot or bash. Also called Sawyer RPG.
the point is giving more variety, you will find katanas, but they are rare and youll probably find stronger longswords/halberds/whatever-the-fuck-is-used-on-that-place-the-most.
You took your chances, like you take your chances with an chinese character on a tribal setting while playing PnP (reasons for that are up to you), your Jin Shi proficiency will be pretty fucking useless there, then you ROLEPLAY that situation, which is interesting, thats the whole point of an rpg, its says so, on the name!
By PnP i mean those things with more loot and tables than a statistic manual for accounting. where most things are randomized.PnP? You mean those things that have GMs that are going to craft adventure specifically to your party to make it more interesting?
If it allows you to complete the game, does it matter that your strongest weapon is +2 instead of +5 you could've had if you played a different class? Or how inferior are we talking about here? And is it necessary that it's just as easy for all classes to get access to the strongest equipment? I don't understand. What's the problem with making it more difficult for some? It's fun and "interesting" to find alternate solutions to the problems you face, one of those problems being scarcity of equipment. And in a party game, it's really a non-issue, unless you cry that you can't have the same ultimate weapon for everybody in your party.but I don't see the point in adding clearly inferior options
because they made trivial decisions.
Granted, those situations and others alike are hard to emulate on a game, but not because of that will you give a scalpel as much damage and lethality as a machinegun, for the sake of "balance or to avoid everyone from having a machinegun".
Because that is a shit rpg.
If it allows you to complete the game, does it matter that your strongest weapon is +2 instead of +5 you could've had if you played a different class? Or how inferior are we talking about here? And is it necessary that it's just as easy for all classes to get access to the strongest equipment? I don't understand. What's the problem with making it more difficult for some? It's fun and "interesting" to find alternate solutions to the problems you face, one of those problems being scarcity of equipment. And in a party game, it's really a non-issue, unless you cry that you can't have the same ultimate weapon for everybody in your party.
Who are you arguing with? I never mentioned anything about making damage of scalpel and machinegun equal. I asked a simple question why include katana specialization if your setting doesn't have katanas (or have ridiculously small number of them)? It doesn't even make much sense from worldbuilding point of view. Your only answer to my question was to add more variety, but you can add more variety by adding choices that are actually interesting from gameplay perspective and not only variety for variety's sake. If you insist adding katanas and them being rare how about making them particularly good in some circumstances, that way your katana wielding warrior and your longsword warrior are going to play differently. Or maybe add some other skills that are attached to katana specialization, or maybe some NPCs that would react to your katana. I just don't see a point in options that have no advantages, if you think that they improve the game somehow it would be easy to add hundreds of skills just for flavor that would have no impact on gameplay.
My guess would be because BG2 had a lot more magical weapons, so putting them into groups would result in swiss army knife grand masters.I didn't really understand why they dropped the weapon categories from BG1. You had to pick your weapon specializations with very little knowledge in BG2.
They also didn't make much sense. If you're an expert with a longsword, you should be pretty decent with a katana.
Welcome to D&DThe real problem is that there is no mechanical difference between katanas and other swords, so it's just an option to troll the player. If katanas actually did something other than be rare, it might have been cool.
tuluse you are pretty good with katanas, hell, you are pretty decent with any weapon, you get a free -1 to thaco every level, and thats a lot! you are just not specialized with themMy guess would be because BG2 had a lot more magical weapons, so putting them into groups would result in swiss army knife grand masters.I didn't really understand why they dropped the weapon categories from BG1. You had to pick your weapon specializations with very little knowledge in BG2.
They also didn't make much sense. If you're an expert with a longsword, you should be pretty decent with a katana.
"Because my great great grand uncle was a fucking bawse with a katana, and it got him lot of pussy, and i want to be JUST like him." because you dont plan your game around munchkins, because thats crap design.But Lhynn then you have to ask yourself why you should even bother wasting a point or more getting specialized in katanas or any other rare-but-not-particularly-more-powerful-than-any-other-magical-common-weapon if it's more worthwhile to go for graaaaaaaaaand maaaaaaaaaaaaastery in crap like longswords and greatswords.
"I'd guess the people who care are the players who make choices that, due to design's carelessness, lead to frustrating, dead-end gameplay experiences.""Because my great great grand uncle was a fucking bawse with a katana, and it got him lot of pussy, and i want to be JUST like him." because you dont plan your game around munchkins, because thats crap design.
"Players typically respond well to difficulty that moves on a 'rollercoaster' over the course of the game. If a single weapon or set of weapons allows the player to crest and effectively coast through rest of the game, it's often a less enjoyable experience."You try to make it fair and coherent. But on a single player game, where it doesnt matter one tiny little fuck if the player ends up making the game too easy by overleveling, collecting the strongest artifacts in the whole world and relying on strong builds i just dont see the point on trying to keep shit balanced, after all thats called being prepared, and punishing preparation just for the sake of challenge is missing the whole point/fun of these games.