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

Cynic

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So something like core skills can't be transferred but non core skills can? Hmmm...
I don't know what you mean by "transferred". Wearing armor and using weapons are not class skills in PE.

It would be something like "Wounds" and all abilities related to them are core monk skills, but perhaps they can get a passive ability that gives them +2 to DEX or something, if they decide to wear armour then the passive remains but of course they lose access to the wounds based skills.
 

evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
So something like core skills can't be transferred but non core skills can? Hmmm...
I don't know what you mean by "transferred". Wearing armor and using weapons are not class skills in PE.

It would be something like "Wounds" and all abilities related to them are core monk skills, but perhaps they can get a passive ability that gives them +2 to DEX or something, if they decide to wear armour then the passive remains but of course they lose access to the wounds based skills.
I don't think they actually lose access to Wound based skills, it's just that they get hurt less due to the armour and so have a more difficult time gaining Wounds to fuel their combos or whatever.
 

Roguey

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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.
Strategy is making sure all your roles are covered by your party. A monk in heavy armor and a sword is still going to play differently from a fighter in heavy armor with a sword.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
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.
Does it really matter what the name of the class is?

It would be something like "Wounds" and all abilities related to them are core monk skills, but perhaps they can get a passive ability that gives them +2 to DEX or something, if they decide to wear armour then the passive remains but of course they lose access to the wounds based skills.
I don't think it's going to work like that. Nothing is stopping any class from using any armor or weapon*, but there will be synergies to using certain equipment like Tim Cain explained above.

*Sawyer did mention something about weapon classes with peasant and noble weapons, but I don't remember what's going on with that. Roguey?
 

Roguey

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Yah http://jesawyer.tumblr.com/post/48878395681/you-mentioned-in-the-past-that-weapon-proficiency-perks


lilarcor asked: You mentioned in the past that weapon proficiency perks would come in 'theme groups' similar to Cowboy and Grunt from New Vegas. Can we expect that these specializations will have at least one weapon from each damage type, since the combat system seems to encourage switching weapons based on the encounter context?

Yes, the weapon groups will cover all of the physical damage types.
 

Hormalakh

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Sawyer talking about Monks and unlocking the power of souls. See update 5 for more. I can't be bothered to find specific quotes outside of this one.

Many of their special abilities are unlocked via mortification of the flesh, i.e. as they take incoming Stamina damage, they immediately convert a portion of it into a resource they can use to power things like stun attacks. Damage absorbed in this way does not influence Health and is a motivating factor for ability-oriented monk characters to wear lighter (or no) armor, though they can certainly be overpowered by heavily damaging attacks.
 

evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
So, what exactly would be the benefits and drawbacks of picking one weapon group over the other? A warm feeling of successfully larping a peasant by using pitchforks and sickle?
 

~RAGING BONER~

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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.
:yeah:
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.

Multi 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.
this actually increases tactical potential by allowing more than one approach to any given class...all with it's wn advantages and disadvantages.
 
Self-Ejected

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Codex 2013 Divinity: Original Sin
That monk wound system looks interesting. I hope the implementation fares as well as the idea.

pe-cultures-580x318.jpg


You gotta love those Vailian Pachucos, ese.

pachuco.gif
 

Hormalakh

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likely attack speed, max damage and damage ranges, availability of weapons, ammo, magical attributes, etc. It'll probably work like it did in FO:NV. Importantly, you can roleplay your character while still being combat-effective. if your dude is a peasant monk who fights with staffs and sickles, then they can do that.
 

~RAGING BONER~

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So, what exactly would be the benefits and drawbacks of picking one weapon group over the other? A warm feeling of successfully larping a peasant by using pitchforks and sickle?
3 types of damage dealt by weapons: crushing, slashing, piercing. Different armors guard better against different types of damage.
Different qualities of weapons deal more or less amounts of a particular damage type.

It's all quite logical, Sawyer assures us.
 

Roguey

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All three damage types are covered by any given weapon group. You'd choose one group over another for the unique properties of the weapons covered.
 
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Excidium

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So, what exactly would be the benefits and drawbacks of picking one weapon group over the other? A warm feeling of successfully larping a peasant by using pitchforks and sickle?
What benefit would peasant weapons have over noble weapons? Unless you're a ninja or something.

To me it sounds just like the weapon categories from 4e with different names
 
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Excidium

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You people are really overthinking this weapon thing.

Here's a sneak peek of Sawyer's design documents:

wMQtRx.jpg
 

J_C

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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
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.
This post summerizes why Codexians are retards sometimes.
>read a half senctence
>don't like it
>rage about it on the codex
>read other half of the sentence
>oh, it is not that bad afterall
>?
>look like an idiot.

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.
Does it really matter what the name of the class is?
Yeah? There's some expectations linked to it.
Yeah, they should make the Monk a warrior class, just with unarmed Bruce Lee talents. Like in every RPG ever. God forbid them to make something different.



And here I thought people will like this update. This sound very good. Interesting mechanics, something fresh in a class, which is boring to play most of the time. Sigh, when will I learn that this is the Codex.
 

logrus

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Project: Eternity
I like the update about the Monk class. If other classes have also rich mechanics then there is a lot of micro-management, but in a fun way! But I hope we will be able also to do AI scripts on our own. One of the not so many things I liked in Dragon Age was how nice amd simple yet quite powerful was the behaviour editor. Of course it had retarded limitation of option slots unlocked by spending skill points on them, but the general idea was cool. It'd be nice to write a scripts for a monk - one option to have a monk behaviour concentrated on getting rid of wounds ASAP, another one for stacking them to launch uberattack after a while.
 
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Excidium

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