Cosmo
Arcane
- Joined
- Nov 6, 2010
- Messages
- 1,388
![I just love real-time with pause fantasy crap! Project: Eternity](/forums/smiles/campaign_tags/campaign_projecteternity.png)
How is "Amauna" pronounced anyway?
A-ma-u-na
or
A-mau-na
I'd say first one, i reckon it's supposed to sound polynesian or something...
How is "Amauna" pronounced anyway?
A-ma-u-na
or
A-mau-na
I'd say neither, learn2read or quote people who actually got the spelling right or wait for Sawyer to change their name because a lot of people can't spell it/pronounce it right.How is "Amauna" pronounced anyway?
A-ma-u-na
or
A-mau-na
(the hyphens indicate where a syllable ends)
Yeah, generally I'm not a fan of the "our [generic fantasy race] is different" approach. Sometimes its done well, but usually it just smacks of trying too hard.
Yeah, generally I'm not a fan of the "our [generic fantasy race] is different" approach. Sometimes its done well, but usually it just smacks of trying too hard.
Yeah. Personally, I much prefer it when designers don't try and instead shit out the first idiot idea to come to mind.
"Ugh I don't like this game they put too much effort in"
No shit.actually succeed
As for Orcs, any presentation you can see anywhere is a ripoff from J. R. R. Tolkien. The best solution would be to stop using the concept entirely and let it return to its root, original setting. And stay there.
Ridiculous, stupid cosmetic changes of a blatant rip-off. Same as any else.
Not its equivalent of the original concept but their version of distorted "macho-warrior" type (with green skin)
George Ziets said:Not yet, but we’re still developing the cosmology. One or more cultures might end up having an apocalypse myth.Does PE have a apocalypse myth/idea?
J.E. Sawyer said:There will absolutely be circumstances where using a certain weapon, weapon type, spell, spell type against a specific enemy will be a tactically inferior choice, just as there is in A/D&D. The reason you have a party and the ability to switch weapons, spells, abilities, etc. is to allow you to adapt to the tactical requirements of different battles.
In 3E/3.5, if you have a character equipped with a mace and a character equipped with a longsword facing off against a zombie and a skeleton, insisting on attacking the skeleton with the longsword and the zombie with the mace will almost always be a bad tactic. Insisting on casting sleep against them is a bad tactic. If you cast Reflex-based AoE damage spells against rogues and monks, that's usually a bad tactic. Casting fireball at a red dragon is a bad tactic. If a tactic is never circumstantially bad, that's the death of tactical challenge. Why think of something else to do when the thing you've always done works just fine?
But just to make clear, in contrast to A/D&D, PE's weapon types will not be strategically inferior, i.e. bad even in the absence of context. There are a ton of weapons in every edition of A/D&D that are flat-out terrible on paper compared to other weapons. In 3E/3.5, it's usually Simple weapons, but there are plenty of Martial weapons that most people would never take. For example, why would I use a Heavy Mace when I could use a Morningstar? The latter weighs less, does the same damage, has the same crit range/multiplier, and two damage types (B/P vs. the Heavy Mace's B). Why would I use a Greatclub when I could use a Heavy Flail? The Heavy Flail weighs 2 lbs. more but has a higher crit range and has bonuses against disarming and when making trip attacks.
So if you want to make a dagger-wielding character, even a dagger-wielding fighter, that will absolutely be a viable choice in PE. If we do our jobs well, it should be roughly as viable -- and vulnerable to tactical challenges -- as a fighter who uses longswords or a pike. I wouldn't say that's usually the case in A/D&D. But there will be cases where Dagger Guy is going to run into problems against a particular enemy -- just as there will be for Longsword Guy and Pike Guy.