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.

Interview Obsidian on the Future of Neverwinter Nights

NeVeRLiFt

Liturgist
Joined
Nov 27, 2004
Messages
145
Location
In the shadows of the Megacorporations
We need a cyberpunk/shadowrun crpg.

And they need to fix the camera/controls in NWN2 before they even think about making another expansion!
 

VonVentrue

Cipher
Patron
Joined
Jul 16, 2007
Messages
814
Location
HPCE
Divinity: Original Sin Wasteland 2
NeVeRLiFt said:
And they need to fix the camera/controls in NWN2 before they even think about making another expansion!

Frankly, I'd rather they focused their efforts on making NWN 3 already, as opposed to spewing out even more expansions...
 

Lothers

Scholar
Joined
Jan 20, 2008
Messages
248
Location
Poland
Apocalypse 2500, Aria, Changeling, Dark Conspiracy, Deadlands, Demon, Dune, Dzikie Pola (Wild Fields), EX Machina, The Extraordinary Adventures of Baron Münchhausen, Kult, MechWarrior, Monastyr, Rifts, Shadowrun, The Wheel of Time, Witchcraft, Neuroshima, Werewolf, Cyberpunk 2020, Inquisitor, Call of Cthulhu, Mage: Ascension, Earthdawn, Fading Suns...


WHY D&D :?:
 

Anthony Davis

Blizzard Entertainment
Developer
Joined
Sep 7, 2007
Messages
2,100
Location
California
I know most of you guys know this, but I will repeat it.

We are an independent game developer. While we do design our own IP's and shop them around (like Alpha Protocol) we also have publishers that WANT a game made with an IP they already have. One that is proven and tested usually, like DnD.

The bottom line is, we get paid to make games for publishers.

We absolutely do have the desire to explore new IP's and even return to forgotten ones like Dark Suns, Shadowrun, and others. The timing has to be right though.



On a SoZ related note, Matthew Rorie and I just got back from a press tour. Look for new SoZ information coming soon from 1up.com and IGN.com. We were also on Gamespot's On The Spot internet show, but other than some game footage, no new information was released there.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,353
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Volourn said:
And, FR is beyond awesome. Best fantasy setting ever. Sure beats that one dimensional dark sun. Oh wow. A huge desert. Big fuckin' deal. FR has those, anyways. R00fles!

A setting that has something of everything somewhere in its huge world isn't awesome, it's a clusterfuck. And it's useless when 90% of all games are set in the same fucking boring and overused area. Faerun is such a huge continent BUT WHY ALWAYS THE SWORD COAST?
 

Dorf

Novice
Joined
Sep 22, 2008
Messages
40
Forgotten Realms is a awesome setting

I have been playing paper and pencil D&D for 23 years and been playing cRPGs since they first came out on the Apple IIe.

With my gaming group we have a campaign in the forgotten realms setting and we have been playing that campaign for 10 years and we haven't explored more than 10% of the states, cities, and bizarre locations in the Forgotten Realms settings. There is ample locations and stories available in the FR setting.

As for 4 Ed, WOTC is only trying to make a buck by pawning off another edition. The 4th Ed is a joke. It is what D&D orginalyl was, and that was basic rules for grid combat with figurines. Modern D&D developed into a roleplaying game from those simeple rules. 95% of D&D is roleplaying and not combat. In our campaigns we spend over 50% of our gaming time just traveling to new locations and meeting new people, plotting and planning, etc... And even when a cetain day is slotted for a huge combat encounter the planning that goes into that takes up a good amount of the session.

Nah, 4th Ed is a joke. Its for people who like to move painted lead figures around Hex paper and role lots of dice. You might was well be playing BattleTech with elves and swords.

NWN2 is the last series of D&D cRPGs I will be playing. I can barely put up with 3.5 Ed and it obsession with min/maxing characters instead of developing a character and roleplaying them. 4th Ed is a lost cause to me.

Dorf
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,845
I'd be interested in NWN 3, only... could it happen somewhere else than Neverwinter ? You know, like Baldur's Gate 2 didn't happen in Baldur's Gate at all ?

Seriously, Neverwinter sucks. It's über-bland. It's Heroic-Fantasy-City #4739. There's not a single surprising, original or memorable element in the whole bloody city (I challenge anybody to name one !). MotB actually revealed to me that there are some interesting places in the Forgotten Realms, why not use them ?

I don't know much about 4e... although I remember being told it got some inspiration from World of Warcraft.
 

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
Anthony Davis said:
I know most of you guys know this, but I will repeat it.
...

Well then you must not mind the fact some of us do not want another D&D game, even less a 4th Ed. D&D game.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
"Yes, but don't you agree with me that the conversion will be more difficult with 4 ed?"

I couldn't really say since I only have bland general knowledge of 4E. More diffiicult or not, it is far from impossible.


"setting that has something of everything somewhere in its huge world isn't awesome, it's a clusterfuck."

Yeah, it's a clusterfuck... just like the real world. Oh damn it. You know Earth. Where deserts, wintery wonderlands, the ocean, huge forests, caves, and eveyrthing else manage to fit. What you meant to say is that Abeir Toril is more accurate to its protrayal of teh real world than some lame world that is simply all desert, or all water, or all jungle. Save that for SF. R00fles!


"Well then you must not mind the fact some of us do not not yet another D&D game, or even less a 4th Ed. D&D game."

Well, then you must not know the fact the the 100 (and that's being generous) regulars at the Codex mean absolute squat to Obsidian's bottom line. In essence, Mr. Davis could deny it if he wants, but the Codex doesn't mean shit in the grand scheme of what projects they take on. Dumbass.



"Dark Sun. Please."

Fuck no. One of the more boring D&D world. WOW! One huge desert. *yawn* Not that it's horrible epr se; but it's eaisly one of the most overrated worlds in fantasy ever.
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,845
Lothers said:
...Rifts, Shadowrun, The Wheel of Time, Witchcraft, Neuroshima, Werewolf...

I'd rather play the original campaign of NWN 1, Icewind Dale and Ishar 2 again than a single game using the WoT setting.
 

elander_

Arbiter
Joined
Oct 7, 2005
Messages
2,015
Can't say anything until i play/borrow this game. Sometimes an ugly sounding rpg system may work much better in practice.
 

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
elander_ said:
Can't say anything until i play/borrow this game. Sometimes an ugly sounding rpg system may work much better in practice.

Specific changes in moving to the 4th Edition include:

* A new class list in the Player's Handbook: The Warlock and Warlord classes were added. The Barbarian, Bard, Druid, Monk and Sorcerer classes have not been included, they are intended to be included in subsequent PHBs, as are other classes.

* Overhaul of the multi-classing system.

* Increased importance of weapon damage in combat. In previous editions a weapon's damage dice were overshadowed by other damage bonuses for high level characters. Many abilities now increase damage by using multiple dice based on the weapon's size, preserving larger weapons' advantage even at high levels.

* Changes in spells and other per-encounter resourcing, giving all classes a similar number of at-will, per-encounter and per-day power types. (This applies to all classes, in contrast to previous editions where each spell was cast on a daily basis while noncasters were more likely to receive combat and noncombat bonuses than any specific powers.) Some Fighter-class powers also receive bonuses for certain types of weapons. Characters of 11th through 20h level also choose a "paragon path," a specialty within their class that defines some of their new powers.

* Casters no longer prepare their spells at the start of the day, except that Wizards know extra daily and utility spells and choose which to have available in a given day.

* Revision of saving throws and defense values. Fortitude, Reflex and Will are now static defense values which the attacker rolls against like Armor Class. "Saving throws" now refer to rolls made at the end of one's turn in order to end certain ongoing detrimental effects, saving throw rolls generally have no bonus and a target number of 10.

* Standardized level-based bonus increases. Attack rolls, skill checks and defense values all get a bonus equal to 1/2 level, rounded down, rather than increasing at different rates depending on class or skill point investment. This bonus also applies to ability-score checks (such as Strength rolls).

* Revision of the healing system. In addition to the healing powers available to some classes, each character has a number of daily healing surges based on their class and Constitution score. Spending a healing surge usually heals a character for 1/4 of a character's maximum hit points. Generally, characters can only spend one healing surge per encounter, however certain powers allow additional surges to be spent, and characters can spend any number of their healing surges outside of combat. Finally, players recover full hit points after a (once daily) 6 hour 'extended rest'.

* Overhaul and simplification of the grappling rules.

* Revision of feats, generally making feats more varied but less powerful in combat. Characters also gain more feats as they advance, although Fighters no longer receive bonus feats.

* Elimination of skill points. Each skill is either trained (providing a fixed bonus on skill checks, and sometimes allowing more exotic uses for the skills) or untrained, but in either case all characters also receive a bonus to all skill rolls based on level.

* Creation of the skill challenge system, a mechanic for DMs to define noncombat encounters based on multiple skill roles.

* Many non-combat spells (such as Knock, Raise Dead, Tenser's Floating Disc, and Water Breathing) have been replaced by rituals. All rituals have a financial cost in the form of material components, such as herbs and alchemical reagents. Item creation feats are also replaced by rituals.

* Rules for varying power sources (Arcane, Divine, Martial, etc.).

* Extending core rules to level 30 rather than level 20, bringing "Epic Level" play back into the core rules (level 20+ play had last been explicitly written into core rules in the black-covered "Master" rule set of classic D&D).

* Overhaul of races.
o Racial abilities that improve with level.
o Elimination of racial level adjustment.
o All playable races have positive ability score bonuses and a racial power.
o Tieflings and Dragonborn have become core races.
o Halflings are given a river-dwelling background (much like how dwarves are mountain dwellers, and elves come from the forest).
o Gnomes have been removed from the core race selection, but have been included as a playable race in the Monster Manual, much like goblins in the previous edition.
o Half-Orcs have also been removed as a core race.
o Elves are split into three races (excluding Half-Elves) rather than numerous subraces. Eladrin are more civilized and magical, while regular "elves" are agile forest dwellers rather than city builders, and the evil subterranean Drow are largely unchanged. All three elven races are considered Fey.

* Magic items have been redesigned, sharply reducing their power and limiting many effects to daily use plus additionally limiting the number of daily-item powers characters can activate.

* Elimination of Challenge Ratings.

* Monster Manuals officially support leveling monsters down and up to allow for easier encounter design and flexibility. Many monsters have their mechanics redesigned to help differentiate them from others (Gnolls fighting like hyenas and hobgoblins marching like legions). Monsters are also designed to work well in groups fights instead of a solo monster versus players' party.

* Revision of the critical hit system. Confirmation roll to critical hits has been done away with; instead a natural 20 automatically does maximum damage and may cause further damage or effects with certain bonuses (or if a natural still 20 misses, it instead is an automatic ordinary hit).

* The default cosmology has been revised. The planes now consist of the Astral Sea, the Elemental Chaos, the Feywild, the Shadowfell, "the world" (similar to the Material Plane) and the Far Realm. The Great Wheel has been eliminated, with many outer planes converted into astral dominions, although the Abyss is now part of the Elemental Chaos. The Elemental Chaos also incorporates aspects of the Inner Planes of Air, Earth, Fire, and Water with the outer plane of Limbo. Some aspects of the Negative Energy Plane and the Plane of Shadow have been merged into the Shadowfell.

* Alignments are now limited to Lawful Good, Good, Evil, Chaotic Evil, and Unaligned.

* Demons and Devils are restructured with devils being twisted angels organized in a hierarchal society and demons being unorganized beings of destruction.

* XP budget system for encounter design introduced.

* In addition to level, each monster has a power tier. Minions are the weakest tier, they are considered equivalent to roughly 1/4 of a standard monster of the same level, and are designed to be simple to run in large numbers, minions die in one hit, have fixed damage and have few if any special abilities. Elite monsters are considered roughly equivalent to 2 standard monsters of the same level, while Solo monsters are considered roughly equivalent to 5 standard monsters of the same level. Elite and solo monsters generally have more hit points, higher defenses and more powerful and numerous attacks and special abilities than standard monsters of the same level. They also generally have action points and a bonus to saving throws.

* Characters (and some monsters) gain "action points", which can be spent to take an extra action in combat, or to perform some other special tasks granted by certain classes or feats.

* Diagonal movement and range are simplified. Each square of diagonal distance counts as one square of orthogonal distance.

* Subdual damage was eliminated and subdual was simplified. When an NPC loses all hit points, the attacker determines whether the NPC is killed or subdued.


Also according to what I heard 4 ed. FR = Eberron ...
 

Jaime Lannister

Arbiter
Joined
Jun 15, 2007
Messages
7,183
Volourn said:
"Dark Sun. Please."

Fuck no. One of the more boring D&D world. WOW! One huge desert. *yawn* Not that it's horrible epr se; but it's eaisly one of the most overrated worlds in fantasy ever.

You really don't know that much about it, do you?
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
Yup0. Knew someone woudl post soemthing like that in ignorance. I know enough about DS (considering I've played/DM/own a few materials on it) to know that it's vastly overrated.

A lot of it is tripe.
 

Ryuken

Liturgist
Joined
Feb 28, 2005
Messages
606
Location
Belgium
Anthony Davis said:
We are an independent game developer. While we do design our own IP's and shop them around (like Alpha Protocol) we also have publishers that WANT a game made with an IP they already have. One that is proven and tested usually, like DnD.

The bottom line is, we get paid to make games for publishers.
So you're working on Baldur's Gate III then? :) NWN3 would be a bit daft I think, things are just starting to get sweet for NWN2.

Oh, what I wouldn't give for a new Birthright game btw.
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,845
Ryuken said:
Oh, what I wouldn't give for a new Birthright game btw.

I rather liked the Birthright setting but I don't know anything about the Birthright games. What are they like ? Are they good ?
 

elander_

Arbiter
Joined
Oct 7, 2005
Messages
2,015
Drakron said:
Specific changes in moving to the 4th Edition include:
...

Thanks for the resume but i don't see anything in there that's really too much outrageous and can't work if the game is properly balanced.

What i'm afraid of is not related to DnD rules but the tendency to oversimplify these games by removing party control, world maps and the auto-pause option to pause every turn and see what everyone has been up to in a text feedback window. This alone is more disturbing and has a much bigger impact in the quality of a DnD game.
 

Hümmelgümpf

Arbiter
Joined
Jun 17, 2007
Messages
2,949
Location
St. Petersburg, Russia
elander_ said:
Drakron said:
Specific changes in moving to the 4th Edition include:
...

Thanks for the resume but i don't see anything in there that's really too much outrageous and can't work if the game is properly balanced.

What i'm afraid of is not related to DnD rules but the tendency to oversimplify these games by removing party control, world maps and the auto-pause option to pause every turn and see what everyone has been up to in a text feedback window. This alone is more disturbing and has a much bigger impact in the quality of a DnD game.
Positioning is much, much more important in 4E than it was in previous editions. A lot of powers revolve around pushing the target and/or teleporting around the battlefield. Unrestricted movement in RTwP will kinda kill all this.
 

elander_

Arbiter
Joined
Oct 7, 2005
Messages
2,015
Lestat said:
Positioning is much, much more important in 4E than it was in previous editions. A lot of powers revolve around pushing the target and/or teleporting around the battlefield. Unrestricted movement in RTwP will kinda kill all this.

Baldurs Gate was cool with the pause per turn option. The feedback on the text window was a bit messy but it played almost like Bards Tale and other phase based games. With this option RTwP isn't that bad.

The teleporting features can be balanced and controled. There ways to do this with opportunity hits if a wizard teleports to close to a fighter or you can make this an high level power. I would not throw this away when it has potential to be fun with proper balance.
 

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