Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

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

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
Didn't Josh talk about being able to choose more or less active abilities to create high/low maintenance characters? Not having a choice in abilities sounds pretty weak.

Yes, but I don't think that's a choice between these special per-level class abilities. Rather it would be through selection of feats, perks, or whatever they're called in this game. It's possible that they are one and the same, though.
I seem to remember that you could either go "passive enhancement" route or "active abilities" route, so it seems to me that you can choose the abilities.


Yes, but again, that specialization might manifest itself through the selection of feats on level-up, with these per-level class abilities being a separate, fixed thing. Or maybe they're one and the same, I don't know. Roguey?
Each time you level up, you get a class-specific ability. Every three levels you get a class-specific or class-neutral talent, which is the equivalent of a feat.

All classes have class abilities. After first level, wizards' class abilities are access to spells, period. Fighters (and other melee-oriented classes) have access to their own class abilities. Whether they are literally magical in nature or not, they will in many cases be more powerful than a comparable spell gained at the same level. The ultimate advantage of wizards is flexibility. They can potentially learn all spells available to wizards and at any given time are only limited by what's in their current grimoire.
...
The advancement mechanics are not like 4E in that all classes do not have the same split of active/passive abilities. E.g. wizards tend to have almost entirely active-use abilities and fighters have a mix of passive, modal, and active abilities.

Presumably they would have stat and level prerequisites, like D&D
Josh isn't a fan of stat prerequisites.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,124
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
Roguey What I'm assuming is that the class-specific abilities are fixed, like the AD&D Paladin gaining the ability to cast Cleric spells at a certain level. You don't select that, you always get it.

The feats/talents, on the other hand, you'd select out of a pool.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
Roguey What I'm assuming is that the class-specific abilities are fixed, like the AD&D Paladin gaining the ability to cast Cleric spells at a certain level. You don't select that, you always get it.

The feats/talents, on the other hand, you'd select out of a pool.
That's not the case at the moment, you can choose which abilities you want. An example he used is how you can have a very active-ability heavy fighter or go with passive/modals for a more traditional fighter.
 

AN4RCHID

Arcane
Joined
Jan 24, 2013
Messages
4,861
Eh. You could be right Infinitron. To be honest, I would prefer to pick up an ability every other level and actually have some say in how the class develops.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,124
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
Josh isn't a fan of stat prerequisites.


Source?

That's not the case at the moment, you can choose which abilities you want. An example he used is how you can have a very active-ability heavy fighter or go with passive/modals for a more traditional fighter.

Again, it isn't clear to me whether that specialization is manifested via selection of per-level class abilities or via selection of talents. Maybe I should ask him. Unless you have a source?
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Being able to balance between active abilities and passive abilities for varying degrees of micromanagement is an interesting way of trying to fix RTWP. Not really the right way IMO, but it might just work.

If a game allows for resurrection, why is save-or-die so bad? The goal isn't to win every fight and no one ever dies, is it?
Also this. If the game is party based and doesn't have game-over inducing protagonist, then party's resistance to TPK is going to be much higher than individual character's saves (due to statistics), making even otherwise "bad" single step instakills workable mechanics.

And lastly, you can also have deterministic saves - as in simply 'thresholds'.
 

AN4RCHID

Arcane
Joined
Jan 24, 2013
Messages
4,861
If a game allows for resurrection, why is save-or-die so bad? The goal isn't to win every fight and no one ever dies, is it?
Also this. If the game is party based and doesn't have game-over inducing protagonist, then party's resistance to TPK is going to be much higher than individual character's saves (due to statistics), making even otherwise "bad" single step instakills workable mechanics..

Valid point, but PE does have permadeath for companions and a "main" protagonist.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
If a game allows for resurrection, why is save-or-die so bad? The goal isn't to win every fight and no one ever dies, is it?
Also this. If the game is party based and doesn't have game-over inducing protagonist, then party's resistance to TPK is going to be much higher than individual character's saves (due to statistics), making even otherwise "bad" single step instakills workable mechanics..

Valid point, but PE does have permadeath for companions and a "main" protagonist.
Yeah, it obviously doesn't work without resurrection, and I'm generally happy to have no resurrection in game. Still, it doesn't exactly rule out other sorts of instakills discussed before that are avoidable through non-random mechanics.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
Josh isn't a fan of stat prerequisites.


Source?
YCS, he emptyquoted a poster who said "which brings me to my second point: Feat Qualifications are for the lose."

It's in-line with his hatred for prestige classes. Too much up-front planning.

That's not the case at the moment, you can choose which abilities you want. An example he used is how you can have a very active-ability heavy fighter or go with passive/modals for a more traditional fighter.

Again, it isn't clear to me whether that specialization is manifested via selection of per-level class abilities or via selection of talents. Maybe I should ask him. Unless you have a source?[/quote]
http://www.kickstarter.com/projects/obsidian/project-eternity/posts/390987
When it comes to the balance of active/modal and passive options, the classes generally reflect their D&D counterparts, with spellcasters having more active use abilities and weapon-based classes being oriented toward more passive or modal abilities. Even so, it will be possible to push a spellcaster toward more passive talents and to optionally buy more active/modal abilities for traditionally low-maintenance characters.
 

AN4RCHID

Arcane
Joined
Jan 24, 2013
Messages
4,861
http://www.kickstarter.com/projects/obsidian/project-eternity/posts/390987
When it comes to the balance of active/modal and passive options, the classes generally reflect their D&D counterparts, with spellcasters having more active use abilities and weapon-based classes being oriented toward more passive or modal abilities. Even so, it will be possible to push a spellcaster toward more passive talents and to optionally buy more active/modal abilities for traditionally low-maintenance characters.

He seems to be using 'talent' and 'ability' interchangeably there...

edit: this clears things up a little bit:

http://forums.obsidian.net/topic/63...to-our-elfhomes-but-first/page-9#entry1293167
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,124
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
YCS, he emptyquoted a poster who said "which brings me to my second point: Feat Qualifications are for the lose."

It's in-line with his hatred for prestige classes. Too much up-front planning.

Well then, I assume he has another way of preventing players from being overwhelmed with too many choices. Because prereqs have the side effect of filtering out choices which are inappropriate to the player's character concept.

When it comes to the balance of active/modal and passive options, the classes generally reflect their D&D counterparts, with spellcasters having more active use abilities and weapon-based classes being oriented toward more passive or modal abilities. Even so, it will be possible to push a spellcaster toward more passive talents and to optionally buy more active/modal abilities for traditionally low-maintenance characters.

That doesn't really answer my question. Anyway, I've asked Josh. Hopefully he replies.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
http://www.kickstarter.com/projects/obsidian/project-eternity/posts/390987
When it comes to the balance of active/modal and passive options, the classes generally reflect their D&D counterparts, with spellcasters having more active use abilities and weapon-based classes being oriented toward more passive or modal abilities. Even so, it will be possible to push a spellcaster toward more passive talents and to optionally buy more active/modal abilities for traditionally low-maintenance characters.

He seems to be using 'talent' and 'ability' interchangeably there...
As mentioned before, wizards don't get any abilities that aren't spells. They can choose between active talents (such as grimoire slam) or more passive kinds. Weapon-based classes can choose among active, passive, and modal abilities.
 

AN4RCHID

Arcane
Joined
Jan 24, 2013
Messages
4,861
http://www.kickstarter.com/projects/obsidian/project-eternity/posts/390987
When it comes to the balance of active/modal and passive options, the classes generally reflect their D&D counterparts, with spellcasters having more active use abilities and weapon-based classes being oriented toward more passive or modal abilities. Even so, it will be possible to push a spellcaster toward more passive talents and to optionally buy more active/modal abilities for traditionally low-maintenance characters.

He seems to be using 'talent' and 'ability' interchangeably there...
As mentioned before, wizards don't get any abilities that aren't spells. They can choose between active talents (such as grimoire slam) or more passive kinds. Weapon-based classes can choose among active, passive, and modal abilities.

No, you're mixing up talents and abilities too. See edit of my previous post.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
As mentioned before, wizards don't get any abilities that aren't spells. They can choose between active talents (such as grimoire slam) or more passive kinds. Weapon-based classes can choose among active, passive, and modal abilities.

Yeah they do. Blast is a passive ability and Familiar isn't a spell either.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
There is no multi classing. Instead each class is customizable to do different things.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
As mentioned before, wizards don't get any abilities that aren't spells. They can choose between active talents (such as grimoire slam) or more passive kinds. Weapon-based classes can choose among active, passive, and modal abilities.

Yeah they do. Blast is a passive ability and Familiar isn't a spell either.
So I forgot the "after first level" modifier.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Well if classes gain a new ability every level, Wizards will get passives and stuff, because they definitely won't be getting access to spell levels THAT quickly. Probably some Arcane Veil stuff and whatnot.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom