ToEE fans who aren't also Baldur's Gate or Planescape: Torment fans.Are you guys seriously complaining about the CoD votes? It's obvious people voted for it because they thought it would be funny.
....The fact that the trolls overrule the ToEE enthusiasts is rather disconcerting.
Are you sure he wants to make something more complex than Pathfinder even if he could? He comes like he want his system to be easy to understand by many people, and he said that he can see easilly how a person new to D&D could have problems with IWD. So i'm not sure more complex=better in his mind
You'll have to give me that Pathfinder and D&D are the most obvious systems to compare to P:E. It makes sense to measure the depth and complexity of P:E's system and variety by comparing it to those.
Are you sure he wants to make something more complex than Pathfinder even if he could? He comes like he want his system to be easy to understand by many people, and he said that he can see easilly how a person new to D&D could have problems with IWD. So i'm not sure more complex=better in his mind
You'll have to give me that Pathfinder and D&D are the most obvious systems to compare to P:E. It makes sense to measure the depth and complexity of P:E's system and variety by comparing it to those.
Which are probably few in number unless you really appreciate the tactical combat that much, because ToEE was wasted potential any way you want to slice it.ToEE fans who aren't also Baldur's Gate or Planescape: Torment fans.Are you guys seriously complaining about the CoD votes? It's obvious people voted for it because they thought it would be funny.
....The fact that the trolls overrule the ToEE enthusiasts is rather disconcerting.
It was more of a general statement referring to stuff that comprised said combat system and other stuff. However, I still maintain the combat system (I'd rather call it "combat engine") was not enough to create interesting combat and that's the fault most grave in any combat-oriented game. It *was* boring for the most part... And buggy... And repetitive... It was just pretty bad. :/
And character progression? Well that stuff was there but I didn't feel all those skills were exceptionally useful - perhaps due to *attrocious* encounter design and low interactivity which really didn't encourage you to use all of those goodies the game provided you with.
Do they work against each other (ToEE) or synergize creating something greater than the sum if its parts (IE games)?
The greatest implementation of 3.5 (perhaps of nay P&P) combat ever does not make an unmemorable game.
It was more of a general statement referring to stuff that comprised said combat system and other stuff. However, I still maintain the combat system (I'd rather call it "combat engine") was not enough to create interesting combat and that's the fault most grave in any combat-oriented game. It *was* boring for the most part... And buggy... And repetitive... It was just pretty bad. :/
Oh gawd, you think ToEE combat is boring, repetitive and uninteresting lol. Each to their own, but you back nothing up. You just have an opinion that you keep repeating, congrats I guess?
What about five-foot step, charge, grapple, trip attacks, meta-magic...
And character progression? Well that stuff was there but I didn't feel all those skills were exceptionally useful - perhaps due to *attrocious* encounter design and low interactivity which really didn't encourage you to use all of those goodies the game provided you with.
You ignore feats and multi-class mix-ins for nuanced builds, the variation is impressive for a vanilla level cap of 10. And how those builds work together to form an effective party in combat encounters, you ignore that too?
Do they work against each other (ToEE) or synergize creating something greater than the sum if its parts (IE games)?
lol RtWP, its not a vigorously tactical combat system compared to ToEE (or even Pool of Radiance: Ruins of Myth Drannor). I know I seem bitchy atm, but I dislike when people criticize ToEE even for its strengths?
Yet you didn't have to use those even once to beat the game. Pretty bad for a combat-oriented RPG. :/
Yes, they are there, but so what? Does the game provide you with memorable opportunities for them? Not even once in my playthroughs I could tell myself "man, I am glad I've chosen Improved Trip - it really saved my arse in that battle" or "oh fuck, I need some spells now - Why I didn't invest in Craft Wand?". By comparison KotC is full of those moments.
I acknowledge those strengths, but once again affirm that multiple other "details" counter, negate and dispell them rendering them nearly meaningless in the larger context.
TOEE doesn't have that.grapple
TOEE doesn't have that.grapple
TOEE doesn't have that.grapple
Yet you didn't have to use those even once to beat the game. Pretty bad for a combat-oriented RPG. :/
You don't need anything to beat the game, I soloed it with a stealthy halfing rogue and didn't fight anything, the game gives you options.
Anyway I mentioned that to illustrate the versatility that the radial menu offers you in combat, options like five-foot step and charge are there for reasons of efficiency, you'll do much better in combat if you utilize them.
If you wanna simply click on enemies and hope for the best, all power to you, no wonder you got bored and every fight seemed the same.
"Dear player,
Gone sailing. Please make the game interesting yourself. Larp difficulty or someting.
Yours truly,
Dev team"
Did you use any other tactical options, like sliding initiative order portraits and the like, I never saw a game that let you alter initiative like that.
Yes, they are there, but so what? Does the game provide you with memorable opportunities for them? Not even once in my playthroughs I could tell myself "man, I am glad I've chosen Improved Trip - it really saved my arse in that battle" or "oh fuck, I need some spells now - Why I didn't invest in Craft Wand?". By comparison KotC is full of those moments.
And crafting is another of ToEE's strengths, thanks for the reminder.
I acknowledge those strengths, but once again affirm that multiple other "details" counter, negate and dispell them rendering them nearly meaningless in the larger context.
For you, maybe. I've done 20 or so runs of the game, none of ToEE's many flaws stopped me from enjoying its virtues. Shrug.
But I'm not asking for thousands of scriped consequences... just the same old tried ones. Is a system that works very well on various games, like Arcanum or Fallout; kill people, get XP/gold/items but there are consequences. And the consequences are very simple, bountyhunters, bad karma, NPCS don't speak with you... nothing groundbreaking, and yes, it limits your playthrough and each time reduces what you can do more and more, until there is nothing to be done but kill every single person in the game and that's it. I have no problem with that, I know I'm "breaking" the game, the fun is seeing how far can you go.
I do not need them. Moreover I do not need any exceptional brainpower or effort to beat the game either. That's a serious weakness.
Believe me - I know of those options. First, they are nothing to write home about - it's not groundbreaking or complex or anything. Second, you really don't have to rely on them.
No, not really. Regardless of whether you pick this or that, the encounters really didn't become more or less difficult. The only thing that roughly mattered was spell-selection.
You mean how it totally breaks the game economy and (already poor) encounter balance? Fantastic! It's good that it's there. It's bad that it's broken.
Good for you then.
ToEE can be enjoyed - it has its features and moments. But they are simply not enough to make it a standard to aspire to. I mean, I would surely take elements from it (combat engine and character progression) and put them elsewhere, where they could work true wonders, while laying down the rest in the mass grave of bad design. As it is, ToEE underperforms on so many levels that it is no wonder so few people want P:E to follow its footsteps. I know I do not wish for that.
However, I am strongly against awarding experience points for "ways and means". I.e. killing monsters, picking locks, scribing scrolls, etc. Not only is it extraordinarily hard to balance for designers and QA staff, but it inevitably leads to nasty metagaming that, in my opinion, runs counter to some of the guiding principles of many RPGs. Unless combat is the sole focus of the game, we need to keep the player's focus on achieving a goal in whatever manner he or she sees fit. The accomplishment of the goal, not the method itself, should net the main reward. The reward for "ways and means" is usually self-contained. E.g. monsters drop monster bits, opening locked rooms gives access to otherwise unavailable equipment, hacking a computer gives some interesting data that can tie in with another game system. And really, the biggest reward has already been granted to the player: you allowed him or her to play the game in the manner he or she wanted. There's an idea I don't subscribe to -- that players need to be given tiny rewards for everything they do. If your gameplay is actually fun, you shouldn't need to bribe them! When gameplay simply becomes drudgery motivated by a desire to gain a bonus that makes the gameplay easier, I feel that we have failed as designers.
Clockwise from the left: Steve Bokkes, Josh Sawyer, Scott Warner, Chris Avellone, Reg Arendo, John DelieyWho's the lad with the red shirt?
What unique properties does weapons have if all of them cover all damage types?
Additionally, every base weapon type has an advantage that is not necessarily unique, but is not shared by most other weapons. The examples I have given previously are the pike's extended reach and the flail's ability to negate some of the defensive bonus of a shield.
However, I am strongly against awarding experience points for "ways and means". I.e. killing monsters, picking locks, scribing scrolls, etc. Not only is it extraordinarily hard to balance for designers and QA staff, but it inevitably leads to nasty metagaming that, in my opinion, runs counter to some of the guiding principles of many RPGs. Unless combat is the sole focus of the game, we need to keep the player's focus on achieving a goal in whatever manner he or she sees fit. The accomplishment of the goal, not the method itself, should net the main reward. The reward for "ways and means" is usually self-contained. E.g. monsters drop monster bits, opening locked rooms gives access to otherwise unavailable equipment, hacking a computer gives some interesting data that can tie in with another game system. And really, the biggest reward has already been granted to the player: you allowed him or her to play the game in the manner he or she wanted. There's an idea I don't subscribe to -- that players need to be given tiny rewards for everything they do. If your gameplay is actually fun, you shouldn't need to bribe them! When gameplay simply becomes drudgery motivated by a desire to gain a bonus that makes the gameplay easier, I feel that we have failed as designers.
Who apart from Roguey actually thinks P:E's system would be comparably deep and complex to that?Sawyer's might very well be one of the best and most complex in this category yet, but as I've set before: My money's on a system WAY, WAAAAAAAAY less complex than, for example, Pathfinder. And those who contradicted me on this point can eat their words when P:E comes out
Control Freaks vs. Derp-Freedom Freaks, why I'm super and who.ITT aspies calling Sawyer aspie because they aren't allowed to do aspie things in their games like killing every living creature for trickles of xp.
I'm still butthurt, but I'll wait to see; they already have my money anyway...
However, I am strongly against awarding experience points for "ways and means". I.e. killing monsters, picking locks, scribing scrolls, etc. Not only is it extraordinarily hard to balance for designers and QA staff, but it inevitably leads to nasty metagaming that, in my opinion, runs counter to some of the guiding principles of many RPGs. Unless combat is the sole focus of the game, we need to keep the player's focus on achieving a goal in whatever manner he or she sees fit. The accomplishment of the goal, not the method itself, should net the main reward. The reward for "ways and means" is usually self-contained. E.g. monsters drop monster bits, opening locked rooms gives access to otherwise unavailable equipment, hacking a computer gives some interesting data that can tie in with another game system. And really, the biggest reward has already been granted to the player: you allowed him or her to play the game in the manner he or she wanted. There's an idea I don't subscribe to -- that players need to be given tiny rewards for everything they do. If your gameplay is actually fun, you shouldn't need to bribe them! When gameplay simply becomes drudgery motivated by a desire to gain a bonus that makes the gameplay easier, I feel that we have failed as designers.
Sawyer
(Your thoughts on Pathfinder you can stick up your bunghole though )
I do not need them. Moreover I do not need any exceptional brainpower or effort to beat the game either. That's a serious weakness.
Believe me - I know of those options. First, they are nothing to write home about - it's not groundbreaking or complex or anything. Second, you really don't have to rely on them.
I don't see multiple options as a weakness, and wouldn't how vital they'd seem in your tactics depend on a few things, like whether you re-roll for aeons and then min-max, or whether you use point buy, and how your party is composed?
No, not really. Regardless of whether you pick this or that, the encounters really didn't become more or less difficult. The only thing that roughly mattered was spell-selection.
Empower spell, spell focus, crafting feats, TWF, power attack, whirlwind? Again, how vital a feat might seem depends on the above-mentioned things.
You mean how it totally breaks the game economy and (already poor) encounter balance? Fantastic! It's good that it's there. It's bad that it's broken.
It can break it if you abuse it, but I don't have a huge problem with games that can be or even are broken. Its funny, most of the best cRPGs are broken in one way or another, or in many ways.
Good for you then.
ToEE can be enjoyed - it has its features and moments. But they are simply not enough to make it a standard to aspire to. I mean, I would surely take elements from it (combat engine and character progression) and put them elsewhere, where they could work true wonders, while laying down the rest in the mass grave of bad design. As it is, ToEE underperforms on so many levels that it is no wonder so few people want P:E to follow its footsteps. I know I do not wish for that.
If P:E makes me wanna do 20 runs of it, I'll be pleasantly surprised, no, gobsmacked. Not holding my breath, though.