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Is that stuff only on Something Awful and if so, why?
Sawyer: Something Awful ~ inXile: RPGCodex
Is that stuff only on Something Awful and if so, why?
Now that makes an excellent out of context quote :DSawyer: Something Awful
I don't think I'm alone in the "2E was the most fun version of D&D", anyone else find that as well ?
I don't think I'm alone in the "2E was the most fun version of D&D", anyone else find that as well ?
The P:E discussion on the SA forums has been interesting for the last few pages. I have been bashed to Oblivion for liking the Infinity Engine UI, not liking Action Queues or Action Bars and for dissing D&D 4E ... lol
FFS, the anti-dice rolls guy :facepalm:
Yeah been reading that thread myself. There's a veritable goldmine there!
J.R.R. Sawyer.
YCS. You need an account to read the forums.Where's this quote from ?
The IE UIs had a lot of problems, there's nothing wrong with action bars as long as they're pleasing aesthetically, and 4e is is pretty good.The P:E discussion on the SA forums has been interesting for the last few pages. I have been bashed to Oblivion for liking the Infinity Engine UI, not liking Action Queues or Action Bars and for dissing D&D 4E ... lol
Because Project Eternity is all about bending the roles of each class, so you can play how you want, resolve conflicts how you want and solve problems how you want. After all, this is *your* game.
This sounds bad. This sounds...really fucking bad. What is the point of a class if I can just turn it into another one? It doesn't bode well for a deep system if the only thing differing your class from another is skills and loot. Sounds like Diablo 3.
Edit: okay just read the sentence about plate inhibiting you from getting wounds. Raging a little less now. But those ideas surrounding bending roles of classes sound really fucked.
Because Project Eternity is all about bending the roles of each class, so you can play how you want, resolve conflicts how you want and solve problems how you want.
This sounds bad. This sounds...really fucking bad. What is the point of a class if I can just turn it into another one? It doesn't bode well for a deep system if the only thing differing your class from another is skills and loot. Sounds like Diablo 3.
Edit: okay just read the sentence about plate inhibiting you from getting wounds. Raging a little less now. But those ideas surrounding bending roles of classes sound really fucked.
Edit: there has already been a lot of talk about this in the past. They are not allowing multi-classing in this game, but there is the ability to share certain skills between classes. However, choosing a certain class at the beginning allows you distinct advantages over choosing another class and then cross-covering a different set of skills.
For example, only mages will be able to cast wizard spells. I bet monks will be the only ones who will have wound capabilities.
I don't know what you mean by "transferred". Wearing armor and using weapons are not class skills in PE.So something like core skills can't be transferred but non core skills can? Hmmm...
So something like core skills can't be transferred but non core skills can? Hmmm...
Ha, nailed it.Let's keep the digit shit to feedback thanks.
I could swear I've seen a similar mechanic somewhere but can't remember where.These are probably the worst Monk mechanics I've ever seen in an RPG. Just rename the class to masochist or something. Monks should be avoiding attacks, not getting slapped on purpose so they can do a shoryuken.
Because Project Eternity is all about bending the roles of each class, so you can play how you want, resolve conflicts how you want and solve problems how you want.
If you want rigid class roles goback2DragonAge2 or whatever.
I'm really digging those fancy darkies and that kufi-wearing whitey. Meanwhile, the Dyrwood folk are all boring and brown, as expected. European forest dwelling losers.
You don't need rigid classes, or even classes at all to have that.Because Project Eternity is all about bending the roles of each class, so you can play how you want, resolve conflicts how you want and solve problems how you want.
If you want rigid class roles goback2DragonAge2 or whatever.
I'm really digging those fancy darkies and that kufi-wearing whitey. Meanwhile, the Dyrwood folk are all boring and brown, as expected. European forest dwelling losers.
Defined class roles allow for parties where each member has a distinct role to play in combat thereby forcing the player to use each member in a specific way. This encourages thinking and planning, in other words TAKKKTIKS. I didn't play assfuck age 2 past the shitty demo so I don't know anything about it.
HahaMulti classing in D&D had clear advantages and disadvantages which made multi classed characters a distinct class in of themselves. If they can manage to pull that off with their new system then of course I'll be happy.