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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Cosmo

Arcane
Joined
Nov 6, 2010
Messages
1,388
Project: Eternity
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...
 

Harold

Arcane
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Messages
785
Location
a shack in the hub
How is "Amauna" pronounced anyway?

A-ma-u-na
or
A-mau-na

(the hyphens indicate where a syllable ends)
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.

He pronounced the name in at least one of the update vids btw, don't remember which one.
 

Jasede

Arcane
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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Probably something like

"ah-mah-uu (not "yu")-nah".

I don't like the name much. I don't like the races much at all.
 

coffeetable

Savant
Joined
Dec 18, 2012
Messages
446
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"
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
I prefer when they try and then actually succeed, but instead they came up with cat leprechauns and beach orcs.

Edit: Although I will admit that the Orlan concept seems pretty cool. It's better than hobbits.
 
Joined
Aug 28, 2012
Messages
997
Location
Dreams, where I'm a viking.
Project: Eternity Torment: Tides of Numenera
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"

If you want elves, dwarves and orcs, just use elves, dwarves and orcs. Or come up with a new and interesting PC race instead of wasting effort trying to make orcs but, like, with a totally new spin. Our elves are live in the ghetto! No one knows how to pronounce the name for our orcs! Innovation!

All the talk of Dark Sun made we wish they had done something along the lines of the Thri-keen. Hive-minded insect people isn't exactly a new concept, but its something that hasn't been done much for rpg PCs.
 

oscar

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NZ
Arcanum is a great example of how you can have a lot of fun with the stock, un-edited D&D races by simply altering the time and setting it takes place out of ye old generic medieval high fantasy realm and taking things to their logical conclusions.
 

hiver

Guest
Many as One.

The other game will do it. Its not PEs job.
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.
These new re-imaginings of that original concept are just ridiculous anyway.
 

Delterius

Arcane
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Entre a serra e o mar.
actually succeed
No shit.

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.

What if they were a race of martians corrupted by the Elder Gods and set to invade the lands of High Fantasy?
 

hiver

Guest
Ridiculous, stupid cosmetic changes of a blatant rip-off. Same as any else.
 

Infinitron

I post news
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Messages
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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
We don't actually know if Project Eternity has an equivalent of orcs. In fact, we don't anything about its monsters at all, other than the fact that they're going to make a bunch of them to match the IE games' impressive bestiary.
 

Delterius

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Entre a serra e o mar.
Ridiculous, stupid cosmetic changes of a blatant rip-off. Same as any else.
orc-icon-800x.jpg
 

Infinitron

I post news
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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
This is the only art I've seen from Project Eternity that has monsters:
project_eternity.jpg


But those things seem more like mindless undead than orcs.

Not its equivalent of the original concept but their version of distorted "macho-warrior" type (with green skin)

Well, I would say that "macho warrior type" is represented in D&D by half-orcs and in PE by the Aumaua. I'm talking about the original concept wretched trash mob orcs.
 

hiver

Guest
You mean as enemies? No, i havent seen or heard anything about that in PE so far.This mob in the art looks more human, maybe zombies of some sort. Clearly all connected and probably directed by some entity through those stripes of black.
I was talking about races a player can choose for PC. (that concept WiP art of that dreads wearing female "orc") Half-orc, orc - its all the same shit.
 

Moribund

A droglike
Joined
Oct 20, 2012
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Tied to the mast
I have outsperged infinitarD?! Yes there are what amount to half orcs as player characters. Remember the WIP DO NOT MAKE FUN OF ARTS WITH THE HALF ORC CHICK I was making fun of a while back?

Also, love the new art. Project ethnicity: KEBAB REMOVAL.
 

waywardOne

Arcane
Joined
Aug 28, 2010
Messages
2,318
Well, at least they're considering the cosmology as a whole, even if I think they're working backwards.
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
http://forums.obsidian.net/topic/63...olution-damage-vs-armor-and-a-tileset/page-13

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.
 

suejak

Arbiter
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Is he claiming that D&D is a poorly-thought-out system?????????? But it was made by professionals! Of systems!
 

Roguey

Codex Staff
Staff Member
Sawyerite
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May 29, 2010
Messages
37,128
Sadly some of those undeniably-inferior-in-every-way weapons are bad-by-design thanks to Monte Cook and his timmy card nonsense.
 

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