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

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
An ability a level sounds fucking weird, almost too much?. Does anyone know if it will include talents?
 

Kem0sabe

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I think passive abilities are included in that calculation, so it´s not that many (per class) considering the relatively small level cap.
 

Zed

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Codex USB, 2014
An ability a level sounds fucking weird, almost too much?. Does anyone know if it will include talents?
Not if that includes spells for spellcasters, in which case it sounds like way too little.
Have they decided on a spell system yet?
 
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Lilura

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An ability a level sounds fucking weird, almost too much?. Does anyone know if it will include talents?

I assume abilities and talents are like feats (perks) and skills?

In which case players of 3.5 D&D are sort of used to picking them quite often, fighters and wizards getting bonus feats etc.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
In Pathfinder I think every class gains either a feat or a class ability every single level. It works well.
 
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Lilura

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Yeah, for all classes its a feat every other level plus whatever specials the class offers thrown in. Looks like fighters get bonus feats as per 3.x plus weapon/armor training and bravery "feats".

Far cry from AD&D, where on lvlup you were lucky if you got a proficiency point or a few thief points...
 

Grunker

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In Pathfinder I think every class gains either a feat or a class ability every single level. It works well.

They do, often more. More choices and more stuff happening on a level makes leveling more exiting and impacting. So I'm not at all against that.
 

Zed

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Codex USB, 2014
I remember the grimoire as a spellbook but not how it works in terms of learning spells.

Read here: http://forums.obsidian.net/topic/61129-reddit-qa-part-2-with-tim-cain/

But keep in mind that they decided to remove the cooldowns since that was published.
That doesn't cover how spells are obtained, only the resource mechanics.

How spells are taught or obtained would be something like..

a) on level up. e.g. you gain fireball at level 1, magic shield at level 2, magic missiles at level 3, etc.
b) scrolls found throughout the world.
c) like in the IE games, starting selection of spells followed by b).
or any other option (teachers, quest rewards, whatever).

There's nothing that indicates the amount of spells in the game (on a per level basis).
 

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Codex Year of the Donut 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
That doesn't cover how spells are obtained, only the resource mechanics.

How spells are taught or obtained would be something like..

a) on level up. e.g. you gain fireball at level 1, magic shield at level 2, magic missiles at level 3, etc.
b) scrolls found throughout the world.
c) like in the IE games, starting selection of spells followed by b).
or any other option (teachers, quest rewards, whatever).

There's nothing that indicates the amount of spells in the game (on a per level basis).

You will be able to find spells in the game world. I don't know if that's the only way to get them.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I don't think they've finished the mechanics, so there is no answer to your question.

I would bet it's similar to IE games, since that's what they're homaging.
 

Arkeus

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Iirc, some of Sawyer's responses in SA were something like the more common spells would be easy to find (wizard shops, whatever), while the rarer ones would need you to really get out of your way to find such and such grimoires...
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Haven't played Pathfinder, only played 2E, 3E and 4E.

Spells per level will be class abilities

ie. Wizard 1st Level spells = 1 ability
 

Duraframe300

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Speaking of keeping your party in a sequel, unless someone has a counter example I don't think there were any Black Isle or Obsidian sequels where you keep the main character or party.

So if they made a PE2, based on their history, it would likely be a brand new main character.

Nope

We would like to be able to continue to build out the classes to increasingly higher levels, like the classic IE and Gold Box games. Personally, I'm very much in favor of allowing players to transfer characters from one game to the next (assuming we will have a next!). It's very satisfying to feel that sense of progression from BG through Throne of Bhaal or from Pool of Radiance through Pools of Darkness.
 

Mangoose

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Divinity: Original Sin Project: Eternity
What kind of mechanics are they planning for plain Fighters? Is it going to be auto-attack only a la traditional IE, are they going to add combat abilities from D&D like trip, charge, etc., or are they going to do something totally different?
 

Infinitron

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Codex Year of the Donut 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
What kind of mechanics are they planning for plain Fighters? Is it going to be auto-attack only a la traditional IE, are they going to add combat abilities from D&D like trip, charge, etc., or are they going to do something totally different?

Both. You can develop your fighter in both a "passive" auto attack direction or an "active" special abilities direction.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
What kind of mechanics are they planning for plain Fighters? Is it going to be auto-attack only a la traditional IE, are they going to add combat abilities from D&D like trip, charge, etc., or are they going to do something totally different?
You have magic soul powers like being able to regen your stamina in combat. Fighters are planned to have more passive abilities than wizards to choose from if you want a 2E experience. The following updates cover what's been revealed about the classes so far.

http://www.kickstarter.com/projects/obsidian/project-eternity/posts/415136
http://www.kickstarter.com/projects/obsidian/project-eternity/posts/390987
http://www.kickstarter.com/projects/obsidian/project-eternity/posts/371907
 

Blaine

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It's a shame there'll be no grappling and that fighter types will likely have only a limited arsenal of movement (charge is one that's in) and area denial (AoO are in) abilities. I'm very sure they won't be able to incorporate scenery items, either (swing from a candelabra, throw a table, etc.), due to engine/technical/resource limitations and the very nature of this type of game. That's all possible in tabletop. I personally feel that giving fighter types a wide variety of such abilities/freedoms would go a long way towards making up for their lack of twenty differently-colored firework displays.
 

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