Grunker
RPG Codex Ghost
I know there is little chance it will be implemented, but I would LOVE that they included Monte Cook's Bard variant from The Complete Book of Eldritch Might.
Once again, Pathfinder is better.
I know there is little chance it will be implemented, but I would LOVE that they included Monte Cook's Bard variant from The Complete Book of Eldritch Might.
Do you have wizard specializations? If so then would it be possible to recieve at level up only the spells which belong to the same school that he is a specialist of?You did get, that there are additional spells, that you learn by scrolls? They will make the majority and boost exploration a lot.Wow, no free Spell Selection at level up for Wizards ? That sounds kind of boring, one Wizard will be like the other - and it takes away even more Choices
- "Wow, I found a vendor, that sells a spell I didn't know!"
- "I'm glad I took the rogue with my party. Otherwise I would have never found that secret chamber that held that mighty summon spell!"
- "Hmm. Should I spend my hard earned money to buy that magical armor for my tank, or do I empower my wizard even more? Though choice."
- "OK, our main task is in the south, but let's head north first. I heard there lives a Shaman in that forest. Might pay out..."
I think there are more than enough choices left. Especially if you cannot afford all that stuff, you possibly might obtain.
Another reason I already mentioned is balancing. Our game designers can present even more enthralling tasks and encounters, if they can assure that your casters cannot overcome the situations by a click of their fingers.
Third there are the new players, which do not have to choose between a vast amount of spells, they have never heard of, with every new level. D&D is great when you know all that rules and tweaks, to get the most out of your class. But it is a hell, when you do not have the proper understandings. Even more if you do not only play one but a big group of characters. It is not a bad choice to reduce that complexity and make character creation and levelup more facile.
I know there is little chance it will be implemented, but I would LOVE that they included Monte Cook's Bard variant from The Complete Book of Eldritch Might.
Once again, Pathfinder is better.
Not in the base game.Do you have wizard specializations? If so then would it be possible to recieve at level up only the spells which belong to the same school that he is a specialist of?
I know there is little chance it will be implemented, but I would LOVE that they included Monte Cook's Bard variant from The Complete Book of Eldritch Might.
Once again, Pathfinder is better.
I think you are missing the point.
a) The Complete Book of Eldritch Might is D&D 3.5 (which is the system CC core uses atm).
b) Monte Cook's variant bard is about an alternate magic system using music as the basis, not your usual "Let's just give bards arcane/divine spells and call it a day", please do check it out.
Third there are the new players, which do not have to choose between a vast amount of spells, they have never heard of, with every new level. D&D is great when you know all that rules and tweaks, to get the most out of your class. But it is a hell, when you do not have the proper understandings. Even more if you do not only play one but a big group of characters. It is not a bad choice to reduce that complexity and make character creation and levelup more facile.
I'll try to explain it once again. Beside the spells you learn by default on levelup, there will be a vast amount of scrolls in the game, that teach your classes other unknown spells. So all we did is to take that choice out of the levelup progress and put it in the game world instead. Most of them will be accessible by vendors or trainers. Some others might be questrewards or treasures.I don't see how taking the choice away instead of implementing a recommend feature is the superior solution to this specific problem. I can somewhat understand your worries about encounter balancing though. catfood's suggestion sounds like a good compromise there.
So choice is there. It's just not: "Hey you gained a level, now decide which of those twenty new spell, you never heard of, you wanna pick. By the way, half of them are useless the next 7 encounters, but I won't tell you which of them."
Let's change that a bit:I'll try to explain it once again. Beside the spells you learn by default on levelup, there will be a vast amount of scrolls in the game, that teach your classes other unknown spells. So all we did is to take that choice out of the levelup progress and put it in the game world instead. Most of them will be accessible by vendors or trainers. Some others might be questrewards or treasures.I don't see how taking the choice away instead of implementing a recommend feature is the superior solution to this specific problem. I can somewhat understand your worries about encounter balancing though. catfood's suggestion sounds like a good compromise there.
So choice is there. It's just not: "Hey you gained a level, now decide which of those twenty new spell, you never heard of, you wanna pick. By the way, half of them are useless the next 7 encounters, but I won't tell you which of them." But instead you will have: "Hey you gained a new level, here you have a spell that will come handy during the rest of your journey. If you have problems defeating the upcoming hordes of evil, I would suggest to visit that old man in the next village. I heard he has great knowledge and is willing to share it for some trade-off."
"Hey you gained a level, now decide which of those twenty new feats, you never heard of, you wanna pick. By the way, 75% of them are useless for your character, but I won't tell you which of them."
but instead you will have:
"Hey you gained a new level, here you have a feat that will come handy during the rest of your journey. We also distributed your skill points so you won't get a headache trying to choose those viable."
^
Ferdator, you still haven't answered why you can't just have one spell be recommended instead of forcing us to pick certain ones.
Another reason I already mentioned is balancing. Our game designers can present even more enthralling tasks and encounters, if they can assure that your casters cannot overcome the situations by a click of their fingers.
Good example. I will try to bring up some ideas based upon it, to show you, why I think, that automatic choice is favorable to free choice.Let's take as an example: the player is about to face fire elementals in the next couple of hours a play. His wizard just leveled up. You can have the 'recomended spells' screen tell the player that he should pick 'ice storm'. A newbie would probably go with whatever the game recommends him to. A more advanced player can pick something else, for instance a fireball spell. Yeah, sure it might not do him much good against the fire elementals, but hey it was his own choice, now he has to deal with it. Maybe he has to buy or find a new spell (or item) on his own if he finds the fire elementals too much for him. I don't think I'm the only one here who prefers this method instead of an on a rails character development.
what the flying fuck? If you controlled only one party member - the mage - your example could make sense, but you seem to forget that we can have five characters. And that the mage himself can cast other spells. Is this Ice Storm spell so OP that it's absolutely needed to counter fire elementals? Well, that's shitty design if I ever saw one.- Let's say you thought you know it better and picked the fireball spell instead. So now here you are, having nothing to put against that elementals. What will you do? You walk to your next trainer hoping he has that ice storm spell. What if he doesn't? What if you cannot afford it? If you can what would be the difference, if you had instead gotten that ice storm automatically and than have picked up your choosen spell at the trainer?
- Ok, you did choose the fireball instead and made it through all elementals. You get rewarded with a very mighty scroll. It is 'Fireball'. Wait what? So what if we want to make some spells very unique and only accessible by quests or exploration? We have to limit you choices on levelup. How does that look, if you can choose your spells on levelup, but there is no fireball at all?
Wow, save-scumming is bad, who would have thought? That's hardly a reason. I could save and reload before boss battles to see how I should prepare, or before a choice to see which outcome is better. I theoretically could also save before leveling and then, two hours later in the game, reload because I've chosen Fireball and there are fire elementals in the next room. Yeah, there probably are these kinds of people. However, you won't trick them nor cure them by such artificial restriction.- Let's turn that example to the opposite. We did give you fireball on levelup. Never the less we put a lot of fire elemetals against you, and you have to think of some really good tactics, to overcome them. What if you had the choice instead? On your next playthrough or by loading an earlier savegame you can completely destroy our efford to give you a good challenge, by choosing that ice storm instead. This is no problem in pen & paper, cause this game is based on reaction and counterreaction. Your GM can always assure to give you the best challenge. One way for us to achieve this is to eliminate as many unknown variables as possible.
Better ingame experience? How exactly? Greater immersion? R00fles! What's "immersive" in gaining a spell not by your own choice, but set by the developers based on what? Whim? Or - worse - the upcoming challenge? "Hmm... I got Ice Storm on level-up... There are surely fire creatures ahead" IMMERSHUN!We did have some reasons to walk that way. Yes it is streamlined and you could call it casual. But we did it to give you a better ingame experience and greater immersion. Don't you think it is more challenging to empower your wizard by exploring the game world and collecting as many scrolls as you can, but instead by picking the best spells in an interface overlay on levelup?
Sorry, but that's just plain bullshit.
what the flying fuck? If you controlled only one party member - the mage - your example could make sense, but you seem to forget that we can have five characters. And that the mage himself can cast other spells. Is this Ice Storm spell so OP that it's absolutely needed to counter fire elementals? Well, that's shitty design if I ever saw one.- Let's say you thought you know it better and picked the fireball spell instead. So now here you are, having nothing to put against that elementals. What will you do? You walk to your next trainer hoping he has that ice storm spell. What if he doesn't? What if you cannot afford it? If you can what would be the difference, if you had instead gotten that ice storm automatically and than have picked up your choosen spell at the trainer?
Well duh. I got a fireball scroll. Tough luck - I can sell it or use as a consumable. Nothing's wasted.- Ok, you did choose the fireball instead and made it through all elementals. You get rewarded with a very mighty scroll. It is 'Fireball'. Wait what? So what if we want to make some spells very unique and only accessible by quests or exploration? We have to limit you choices on levelup. How does that look, if you can choose your spells on levelup, but there is no fireball at all?
BUT! Say my fighting characters picked axes and hammers as their weapons of choice, and the game rewards me with a magic sword. SNAP BAD DESIGN ALERT!!1! now we the developers pick feats for you so you get weapons catered specifically for your party. INSTANT GRATIFICATION!
Wow, save-scumming is bad, who would have thought? That's hardly a reason. I could save and reload before boss battles to see how I should prepare, or before a choice to see which outcome is better. I theoretically could also save before leveling and then, two hours later in the game, reload because I've chosen Fireball and there are fire elementals in the next room. Yeah, there probably are these kinds of people. However, you won't trick them nor cure them by such artificial restriction.- Let's turn that example to the opposite. We did give you fireball on levelup. Never the less we put a lot of fire elemetals against you, and you have to think of some really good tactics, to overcome them. What if you had the choice instead? On your next playthrough or by loading an earlier savegame you can completely destroy our efford to give you a good challenge, by choosing that ice storm instead. This is no problem in pen & paper, cause this game is based on reaction and counterreaction. Your GM can always assure to give you the best challenge. One way for us to achieve this is to eliminate as many unknown variables as possible.
Better ingame experience? How exactly? Greater immersion? R00fles! What's "immersive" in gaining a spell not by your own choice, but set by the developers based on what? Whim? Or - worse - the upcoming challenge? "Hmm... I got Ice Storm on level-up... There are surely fire creatures ahead" IMMERSHUN!We did have some reasons to walk that way. Yes it is streamlined and you could call it casual. But we did it to give you a better ingame experience and greater immersion. Don't you think it is more challenging to empower your wizard by exploring the game world and collecting as many scrolls as you can, but instead by picking the best spells in an interface overlay on levelup?
Yeah, you're right!
Why ever try to build a deep challenging gameplay, when all you ever need is a 'Levelup-Simulator', where you could spend endless hours in ugly interface frames, to make the choices that really matter.
Way to refute my points.
?Sorry, but that's just plain bullshit
Oh, poor you. Either go buy some glasses or get over your righteous butthurt.Way to refute my points.
You did have other points than
?Sorry, but that's just plain bullshit
Sorry, I must have missed them.
The point is that automatically selecting what spell you get at level up with the justification that you've offered is one step away from quest compass. It's doubly hillarious that in another thread you have a discussion about different currencies, the weight of money and other stuff and here you are giving off a clear "players are morons" vibe.Way to refute my points.
You did have other points than
?Sorry, but that's just plain bullshit
Sorry, I must have missed them.
We try to pick the best elements from famous games from the past and bring them together in one product.
But now, we're talking about Chaos Chronicles, wich is a Computer Role Playing Game, so you canno't give away our freedom to built wizards like we want (that means let us learn spells we want to learn).It's a matter of choices & consequences, which concerns the players afterallThe project name has indeed changed. First of all because we thought that “Chaos Chronicles” would fit better. But also because of a thing which you mentioned in the question. See, when the development started “Myth of Glory” was outlined as a hack & slay and more in the footsteps of “Diablo”. But it soon changed. For the better I think. And to make a line under the old idea a change of the name was needed