Space Satan
Arcane
No...NONONONONO. not durability. That is the easiest way to make RPG dull and boring.
Well my ring and necklace don't lose durability, and I use them everyday. So as my quality belts, shirts and trousers (I take care of them and don't crawl with them in the mud). I think limiting durability to weapons and such makes sense.Limiting durability to weapons, armour, and shields only doesn't make a lot of sense
rope kid said:It's both for the economy and to make Crafting a skill that has value on more than one party member. Typically, crafting-related skills can/should only be taken on one party member because the rules don't reward taking it on more than one. If you do, those points are essentially wasted. A durability system allows us to use individual Crafting skills to scale individual degradation rates. And yes, repair does become an economy sink because "static" items have a consumable aspect to them. A lot of players have a preference for finding, rather than buying, rare/unique items in the world (e.g. many people responded negatively to unique items in IWD2's stores), which can result in a lot of money accumulation in the late game. The stronghold will be a good money sink, but a lot of people may choose to not do much with the stronghold, so there's no guarantee it will be a sink.
Yes, this is the one thing that worries me about PE, because these are the four I liked the least. Not that they were bad, though.Josh Sawyer said:I worked on four of the IE titles (IWD, HoW, TotL, IWD2).
Yes, this is the one thing that worries me about PE, because these are the four I liked the least.
Roguey's Dream Guy said:The stronghold will be a good money sink, but a lot of people may choose to not do much with the stronghold, so there's no guarantee it will be a sink.
In what sense is item durability an intrinsically "hardcore" feature? The most brainless, casual portions of World of Warcraft feature item durability.Obsidian finally adds a feature to PE that is unquestionably more hardcore than the IE games. Codex complains about it.
Yes, this is the one thing that worries me about PE, because these are the four I liked the least.
Yeah, let's get a Bioware designer to make the game instead. Or Chris "Arcanum LP" Avellone.
This alone is enough to make me much more relaxed.PE is not a linear, IWD-style adventure.
Sawyer is really taking this idea of "there should be no dump stats whatsoever" to an idiotic extreme. Isn't the entire idea of these party-based games that the various members of the party complement each others' weaknesses? Even if you're going the durability route, what's the problem with having only one party member in charge of item maintenance? If you're just going to end up with a homogeneous mess of a party where everybody has more or less the same set of skills because they're more or less equally important (balance!), then you might as well just make it a single character game.
I don't think people who designed Baldur's Gate games work at Bioware now, but I'm too lazy to check.
I fail to see any logic in "more than one party member can benefit from Crafting" leading to "homogenisation".
Sawyer is really taking this idea of "there should be no dump stats whatsoever" to an idiotic extreme. Isn't the entire idea of these party-based games that the various members of the party complement each others' weaknesses? Even if you're going the durability route, what's the problem with having only one party member in charge of item maintenance? If you're just going to end up with a homogeneous mess of a party where everybody has more or less the same set of skills because they're more or less equally important (balance!), then you might as well just make it a single character game.
I fail to see any logic in "more than one party member can benefit from Crafting" leading to "homogenisation".