Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
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.
The second problem is that some encounters require you to know very specific details about the rules (swarms, damage reduction) and how dangerous some creatures might be ("rats" aren't dangerous in general fantasy rpgs, big monsters usually are)
You are not supposed to play ironman on your first try with a game. Try the battle, and if it is too hard for you come back another day. (There is even a tooltip about swarms during loading screens, btw). If some enemies are difficult to figure out, try them a few times until you figure them out. That's how games are supposed to be played. BG2 was absolutely full of enemies like that. If you are too impatient to do any trial and error but still want to play the game, just read strategies online, lower the difficulty or ask other players about it.
The alternative to "trial & error" gameplay is pure decline. There is absolutely no game ever that has decent combat which does not require trial & error.
If there is a point about the game not communicating information effectively (without making everything too obvious and thus destroying everybody's fun), this can be legit. No complex game has ever communicated perfectly, and there is always room for improvement.
The second problem is that some encounters require you to know very specific details about the rules (swarms, damage reduction) and how dangerous some creatures might be ("rats" aren't dangerous in general fantasy rpgs, big monsters usually are)
You are not supposed to play ironman on your first try with a game. Try the battle, and if it is too hard for you come back another day. (There is even a tooltip about swarms during loading screens, btw). If some enemies are difficult to figure out, try them a few times until you figure them out. That's how games are supposed to be played. BG2 was absolutely full of enemies like that. If you are too impatient to do any trial and error but still want to play the game, just read strategies online, lower the difficulty or ask other players about it.
The alternative to "trial & error" gameplay is pure decline. There is absolutely no game ever that has decent combat which does not require trial & error.
If there is a point about the game not communicating information effectively (without making everything too obvious and thus destroying everybody's fun), this can be legit. No complex game has ever communicated perfectly, and there is always room for improvement.
The first time I encountered the Wild Hunt and my whole party got stunned within 0.001 seconds I was a little... confused... to say the least. I only figured out their stunning gaze after looking at the PF SRD (!) because at the time there was no in-game way to find out.
I disagree. On unfair, enemies die far too quickly. Preventing them from being able to make full use of their arsenal. It's why Spawn, Lantern King, and Chanteress, make for decent enemies. Spawn has enough HP to at least show all of the tricks up his sleeve. Lantern King has phases. Chanteress is safe guarded by multiple summons and pets, giving her time to at least pull off a couple of bard songs and spells. Worm man is alright, but hardly, even being sneak and crit immune still isn't enough. My decently well built dragon style monk, and companions, were mowing him down within seconds.
OK, I am beginning to realize something. Some people here may be pnp players. Pathfinder pnp players, specifically. If this is true, then I think I see the issue.
According to my limited experience with pnp (I have only played pnp once, and it was not Pathfinder or DnD), in pnp you do not die or it is game over. The challenges in pnp are such that you are supposed to get them on 1st try or the DM will help you anyway to be able to continue.
However, pnp players have to realize that serious cRPGs are not like that. If challenges remained the same in cRPGs as in pnp, then cRPGs would be ridiculously easy, because they have a "Reload" button. The needs for good gameplay here are different. Not only that, but serious cRPGs are meant to be replayed several times and still be challenging. They have to make the player want to master them. Not just the system, but the content itself.
It is a somewhat different experience to pnp. It is a different medium. I am beginning to understand the cultural shock that some pnp players may have, but it cannot be any other way. And heck, some of you will eventually see the light, and be glad that Kingmaker is the way it is.
OK, I am beginning to realize something. Some people here may be pnp players. Pathfinder pnp players, specifically. If this is true, then I think I see the issue.
According to my limited experience with pnp (I have only played pnp once, and it was not Pathfinder or DnD), in pnp you do not die or it is game over. The challenges in pnp are such that you are supposed to get them on 1st try or the DM will help you anyway to be able to continue.
However, pnp players have to realize that serious cRPGs are not like that. If challenges remained the same in cRPGs as in pnp, then cRPGs would be ridiculously easy, because they have a "Reload" button. The needs for good gameplay here are different. Not only that, but serious cRPGs are meant to be replayed several times and still be challenging. They have to make the player want to master them. Not just the system, but the content itself.
It is a somewhat different experience to pnp. It is a different medium. I am beginning to understand the cultural shock that some pnp players may have, but it cannot be any other way. And heck, some of you will eventually see the light, and be glad that Kingmaker is the way it is.
Actually no. It totally depends on the group you play with, from story fags to simulation fags to grognards to sadists. If you don't believe me have a look at Gygax old adventure modules which were basically always trying to trick players into death or ripping them off of their character achivements (gold, items, levels).
But yeah, since there is no reload option most dungeon masters tend to give some hints or even fudge some dice to not let players die instantly (especially when bad luck comes into play). But there are enough rules nowadays who manage to iron out bad luck leading to instant death (fate points and something like that).
And in general dungeon masters don't go into magic item showers for their players as in most crpgs. But I have to admit DnD has probably the most magic items inclusion into a rpg game system.
>And you really think that x5 HP will make everything better?
Could be a start. Pathfinder's attempt at AC and stat inflation didn't work. Maybe this has more to do with the ruleset in which Pathfinder is based on. However, I have yet to see anything that comes close to BG 1 and 2. I like to harp on BG 2 a lot, but it had some of the beast encounters in the genre.
Ok. Why don't you tell me your ideas on how you would make unfair harder. I gave you mine, it's only fair you give me yours. I have beaten the game on unfair multiple times, unfair is easy. How would Daidre improve upon Unfair? My idea was to inflate enemy HP.
bloat is never the correct answer. it just creates tedium.
I'd remove quality loot spawns at higher difficulty and disable natural 20s. so less resources and less randomness.
The role of Game Master comes with the responsibility of
ensuring that none of your players violate the game’s social
contract, especially when playing in a public space. Be on
the lookout for behavior that’s inappropriate, whether
intentional or inadvertent, and pay careful attention to
players’ body language during gameplay.
If you notice
a player becoming uncomfortable, you are empowered
to pause the game, take it in a new direction, privately
check in with your players during or after the session, or
take any other action you think is appropriate to move
the game toward a fun experience for everyone. That
said, you should never let players who are uncomfortable
with different identities or experiences derail your game.
People of all identities and experiences have a right to be
represented in the game, even if they’re not necessarily
playing at your table.
Otherwise, if a player tells you they’re uncomfortable
with something in the game, whether it’s content you’ve
presented as the GM or another player’s actions, listen
to them and take steps to ensure they can once again
have fun during your game. If you’re preparing written
material and you find the description of a character or a
situation to be inappropriate, you are fully empowered
to change any details as you see fit to best suit your
players. Making sure the game is fun for everyone is your
biggest job!
Furthermore, standards of respect don’t vanish simply
because you’re playing a character in a fantasy game.
For example, it’s never acceptable to refer to another
person using an offensive term or a slur, and doing so
“in character” is just as bad as doing so directly. If your
character’s concept requires you act this way, that’s a good
sign your concept is harmful, and you have a responsibility
to change it. Sometimes, you might not realize that your
character concept or roleplaying style is making others
feel unwelcome at the gaming table. If another player
tells you that your character concept or roleplaying style
makes them uncomfortable, you shouldn’t argue about
what they should or shouldn’t find offensive or say that
what you’re doing is common (and therefore okay) among
players or in other media. Instead, you should simply stop
and make sure the game is a fun experience for everyone.
After all, that’s what gaming is about!
Sorry but losing makes me uncomfortable so u should change your game
And I don't understand system and didn't read rules so all difficulty must be easy.
u offend me. leave. (flips beautiful purple pink hair strand)
Every who named them pathfinder pnp player for 20 years, ie same peple who don't know how ac works, for some reason are insufferable casual whiny trash. idk why but that's just my Steam forum experience.
The role of Game Master comes with the responsibility of
ensuring that none of your players violate the game’s social
contract, especially when playing in a public space. Be on
the lookout for behavior that’s inappropriate, whether
intentional or inadvertent, and pay careful attention to
players’ body language during gameplay.
If you notice
a player becoming uncomfortable, you are empowered
to pause the game, take it in a new direction, privately
check in with your players during or after the session, or
take any other action you think is appropriate to move
the game toward a fun experience for everyone. That
said, you should never let players who are uncomfortable
with different identities or experiences derail your game.
People of all identities and experiences have a right to be
represented in the game, even if they’re not necessarily
playing at your table.
Otherwise, if a player tells you they’re uncomfortable
with something in the game, whether it’s content you’ve
presented as the GM or another player’s actions, listen
to them and take steps to ensure they can once again
have fun during your game. If you’re preparing written
material and you find the description of a character or a
situation to be inappropriate, you are fully empowered
to change any details as you see fit to best suit your
players. Making sure the game is fun for everyone is your
biggest job!
Furthermore, standards of respect don’t vanish simply
because you’re playing a character in a fantasy game.
For example, it’s never acceptable to refer to another
person using an offensive term or a slur, and doing so
“in character” is just as bad as doing so directly. If your
character’s concept requires you act this way, that’s a good
sign your concept is harmful, and you have a responsibility
to change it. Sometimes, you might not realize that your
character concept or roleplaying style is making others
feel unwelcome at the gaming table. If another player
tells you that your character concept or roleplaying style
makes them uncomfortable, you shouldn’t argue about
what they should or shouldn’t find offensive or say that
what you’re doing is common (and therefore okay) among
players or in other media. Instead, you should simply stop
and make sure the game is a fun experience for everyone.
After all, that’s what gaming is about!
Sorry but losing makes me uncomfortable so u should change your game
And I don't understand system and didn't read rules so all difficulty must be easy.
u offend me. leave. (flips beautiful purple pink hair strand)
Every who named them pathfinder pnp player for 20 years, ie same peple who don't know how ac works, for some reason are insufferable casual whiny trash. idk why but that's just my Steam forum experience.
Ok. Why don't you tell me your ideas on how you would make unfair harder. I gave you mine, it's only fair you give me yours. I have beaten the game on unfair multiple times, unfair is easy. How would Daidre improve upon Unfair? My idea was to inflate enemy HP.
- adding extra enemies
- adding extra abilities or spells into AI
- adding spells into brebuff scripts
- adding extra levels, not flat bonuses, to enemies, difference between wizard 3 and wizard 5 is huge
- limiting the rest, especially in dungeons
Adding extra enemies just leads to more clusterfuck. I even prefer extra bloat to extra enemies.
Limiting rest only focuses on attrition. It is not the most interesting thing to focus on.
- adding extra abilities or spells into AI
- adding spells into brebuff scripts
- adding extra levels, not flat bonuses, to enemies, difference between wizard 3 and wizard 5 is huge
Adding extra enemies just leads to more clusterfuck. I even prefer extra bloat to extra enemies.
Limiting rest only focuses on attrition. It is not the most interesting thing to focus on.
DnD was made with the assumption that resting was limited and a resource to preserve. No with the mentality that after every fight with a kobold you can rest and be as good as new
If they are really full, I do not know. You need 6 non-colored buildings in one of them to get the card. What caused me problems before is that I was counting colored buildings (eg, the piers) towards the buildings total, but colored buildings do not count. So I needed to build a few more buildings to actually reach the number 6.
DnD was made with the assumption that resting was limited and a resource to preserve. No with the mentality that after every fight with a kobold you can rest a be as good as new
I know. I am not a big fan of attrition, mainly because I believe that fighting should be interesting even without attrition considerations.
Kingmaker already has some focus on attrition (Vordakai's Tomb, which is indeed fun, and Time in general), so I think that's enough. Giving higher level abilities to enemies is much more interesting, afaic.
So I am at a point where I could stop and play the Varnholds lot side quest. I started to make a character and it asked if I wanted to import my main Character I am using in the main quest or make a new one. Does it matter? Is there any advantage or reason to choose one over the other?
So I am at a point where I could stop and play the Varnholds lot side quest. I started to make a character and it asked if I wanted to import my main Character I am using in the main quest or make a new one. Does it matter? Is there any advantage or reason to choose one over the other?
Is there any advantage to importing your main character to the DLC? Not that I know. But there is an advantage to importing your DLC character to the main game, after finishing the DLC.
So I am at a point where I could stop and play the Varnholds lot side quest. I started to make a character and it asked if I wanted to import my main Character I am using in the main quest or make a new one. Does it matter? Is there any advantage or reason to choose one over the other?
it only changes the initial scene at rostov after chapter 1 when you get awarded the stolen lands by jamandi,if you imported a save your char will appear in all its glory if not a generic fighter will take its place.
if you import a save from the dlc to the campaign you will be able to buy some items from the dlc from a goblin merchant,that is if you have them in your inventory (not sure about that).