Barbs of course stacks since it's his unique thing.
I played Invulnerable Rager Amiri and first thing I've checked is how her DR from class stacks with Armor + Ring. She had ~13-15 DR at Bloom with x2 DR Rage Power.
Barbs of course stacks since it's his unique thing.
Retarded if armor DR cannot stack with class DR. Guess it time to mod.
My Invulnerable Rage Barb can usually take two hits before he loses his bonus HP and starts losing his real HP. DR helps a lot with this. Not vs criticals but vs normal hits.Retarded if armor DR cannot stack with class DR. Guess it time to mod.
It's always time to mod, who are you kidding. In related news it evidently does stack. Next rationale.
Anyway, not getting hit beats getting hit, unless you can stack DR to 100, which may in fact be possible.
OK, time for some more criticism (maybe). I don't get the weapon progression in the game. Other than 2-3 types of weapon (eg, dueling swords), the rest don't seem to follow a satisfactory curve of progression.
I did some reading and realize that weapon focus is not a big thing in Kingmaker, and it should probably be delayed until characters have their endgame weapons. it is also potentially useful for specific abilities (dazzling display) and feats, but it would have been nice to have a smoother progression to support this.
Another example: I have a dex-based Vivisectionist dual wielder, so naturally I look for agile weapons to get the most out of my build. But the agile property seems to be kinda randomly distributed in various types of weapons, not certain types that I can specialize in.
So it generally looks like specialization is more of an afterthought or for very specific builds. I find this kind of disappointing, it lessens the personality of builds. At the same time, there are two early companions who specialize in the same weapon for some reason (bastard swords). The whole thing does not seem very well thought out.
Take Weapon Focus in whatever if you need it for a prereq, don't if you don't. Use the best weapon available. That's not a bug or poor design, it's making Martial Proficiency mean something.
The only toons that need to be exclusive are Sword Saints and Exotic users.
Take Weapon Focus in whatever if you need it for a prereq, don't if you don't. Use the best weapon available. That's not a bug or poor design, it's making Martial Proficiency mean something.
The only toons that need to be exclusive are Sword Saints and Exotic users.
I don't know if I would call it "poor", but I am calling it unsatisfactory. Unless I am missing something, there is no "How do I make a build based on daggers?" here.
I do appreciate the fact that I have to switch weapon for certain enemies, I really like this part. But it would be even more powerful if it meant switching out of my specialized weapon, and not just a random powerful weapon I have come across.
Take Weapon Focus in whatever if you need it for a prereq, don't if you don't. Use the best weapon available. That's not a bug or poor design, it's making Martial Proficiency mean something.
The only toons that need to be exclusive are Sword Saints and Exotic users.
I don't know if I would call it "poor", but I am calling it unsatisfactory. Unless I am missing something, there is no "How do I make a build based on daggers?" here.
I do appreciate the fact that I have to switch weapon for certain enemies, I really like this part. But it would be even more powerful if it meant switching out of my specialized weapon, and not just a random powerful weapon I have come across.
DEX based pure Vivi is worse than pure Rogue. What not combine them or go STR?
OK, I will wait and see then. I cannot see right now how an artisan will solve the issue of progression (and when I say progression, I mean from start to end), but we 'll see.
DEX based pure Vivi is worse than pure Rogue. What not combine them or go STR?
It is my first build... don't expect too much of it. I just thought Alchemy yeah!, dual wielding yeah!, self buffing yeah!, AC due to DEX yeah! and went with it. That's the level of my current intellect with Kingmaker builds.
It is decently powerful and very fun to play though, I really enjoy self-buffing fighters. So I am not complaining. (next build is going to be a wizard though, to make more room for Nok-Nok and Jubilost).
This is going to happen with any pnp game directly adapted to digital format.I mean, Communal Delay Poison + (Heightened) Stinking Cloud is a combo that can carry you through 70-ish percent of the game. When you have spells which are simply that superior compared to their more allegedly "powerful" counterparts, it's pretty silly to talk about brilliant game design.
I obviously enjoy the game very much, and I would never spend this much time posting in a thread about it if I didn't, but let's not sugar coat obvious flaws, eh? How are they supposed to improve the sequel if you keep tonguing their balls instead of criticizing things that are supposed to be criticized?
This is going to happen with any pnp game directly adapted to digital format.I mean, Communal Delay Poison + (Heightened) Stinking Cloud is a combo that can carry you through 70-ish percent of the game. When you have spells which are simply that superior compared to their more allegedly "powerful" counterparts, it's pretty silly to talk about brilliant game design.
I obviously enjoy the game very much, and I would never spend this much time posting in a thread about it if I didn't, but let's not sugar coat obvious flaws, eh? How are they supposed to improve the sequel if you keep tonguing their balls instead of criticizing things that are supposed to be criticized?
These games weren't designed for this sort of powergaming. At a table someone would throw their dice at your head for trying to do the things people do in crpgs.
At a table someone would throw their dice at your head for trying to do the things people do in crpgs.
I think Rusty was trying to say that someone not the DM would get upset. I mean I understand how another player would get upset. You'd basically be ruining the fun for the other players.At a table someone would throw their dice at your head for trying to do the things people do in crpgs.
A really shitty GM would throw dice at your head. Even a semi-decent one would just include a single enemy that can also cast Communal Delay Poison and completely wreck your strategy.
It's impossible to program enemies to predict every possible cheese strategy that hundreds of thousands of players can potentially come up with. However, it shouldn't be too difficult to include enemy spellcasters and script them to adapt at least in most basic terms to what your party does (i.e. the enemy spellcaster's allies just took a buttload of damage from fire -> cast a spell that grants fire resistance).
One of these days. ONE OF THESE DAYS!
My Invulnerable Rage Barb can usually take two hits before he loses his bonus HP and starts losing his real HP. DR helps a lot with this. Not vs criticals but vs normal hits.Retarded if armor DR cannot stack with class DR. Guess it time to mod.
It's always time to mod, who are you kidding. In related news it evidently does stack. Next rationale.
Anyway, not getting hit beats getting hit, unless you can stack DR to 100, which may in fact be possible.
Sounds like the Glock is a good addition to dices and character charts for a table-top session.At a table someone would throw their dice at your head
The GM should only include counters to your strategies if it makes sense within the game world. "Word's gotten around about your exploits with deadly poison spells, so [BBEG] started hiring spellcasters who can cast poison protection spells!" is fine. All enemy spellcasters suddenly having Communal Delay Poison memorized, with no in-game explanation as to why, is not OK - that's just the DM ruining your fun.At a table someone would throw their dice at your head for trying to do the things people do in crpgs.
A really shitty GM would throw dice at your head. Even a semi-decent one would just include a single enemy that can also cast Communal Delay Poison and completely wreck your strategy.
It's impossible to program enemies to predict every possible cheese strategy that hundreds of thousands of players can potentially come up with. However, it shouldn't be too difficult to include enemy spellcasters and script them to adapt at least in most basic terms to what your party does (i.e. the enemy spellcaster's allies just took a buttload of damage from fire -> cast a spell that grants fire resistance).