Infinitron It's one of the earliest screenshots. I bet you, a dedicated Obsidian PR-wannabe, has it stashed somewhere.
Yeah, I think class systems are driven more by nostalgia than by actual gameplay requirements. Even so, if you have to have one, the point is to make the classes play differently and develop along different paths. Pillars succeeds in this much better than AD&D, where paladins, fighters, rangers, and barbarians are effectively interchangeable.*
Although the barbarian was introduced in Advanced Dungeons & Dragons (1st edition) in the Unearthed Arcana supplement, they were tribal wilderness warriors more akin to rangers, and didn't have anything resembling the rage ability. It wasn't until Dungeons & Dragons 3rd edition that barbarians appeared with an ability with the actual name "Rage." However, there were earlier versions of the Rage ability that just had different names.
In The Complete Barbarian's Handbook (AD&D 2nd edition) there is the Brute class kit which provides a barbarian with the "Wild Brawl" special ability, which is introduced with, "When fighting without weapons, the Brute can propel himself into a berserk frenzy." However, "Wild Brawl" is mechanically entirely unrelated to Rage.
In the same book, the Ravager class kit provided the barbarian with the "Become Enraged" special ability, with which the "Ravager may work himself into a fighting frenzy, increasing his effectiveness in combat." Mechanically, an enraged Ravager hits easier and does more damage, is hit easier, is harder to damage, and is harder to charm.
Also in AD&D 2nd edition there is a Warrior class kit exclusive to dwarves in The Complete Book of Dwarves called the Battlerager, which is "a fearless warrior, able to create an insane rage within himself which increases his fighting ability and distorts his physical features," and therefore a dwarven barbarian in all but name. A Battlerager in "the Killing Rage" receives bonus hit points, bonuses to attack and damage, and an AC bonus, as well as being immune to charm-like effects, but may not stop fighting until there are no more enemies standing.
Similar to the Battlerager is the is the Berserker class kit for fighters in The Complete Fighter's Handbook (AD&D 2nd edition). A Berserker takes a long time to "Go Berserk", but once Berserk gains similar benefits and also can't stop fighting until every enemy is down. Notably, a Berserker isn't allowed to know their own hit points while Berserk!
The Complete Book of Dwarves was published in 1991, four years before The Complete Barbarian's Handbook; but The Complete Fighter's Handbook was published two years earlier in 1989, making the Berserker the first barbarian-like† character with an ability that is recognisable as a "rage" ability.
†Bear in mind that before D&D3, the actual barbarian class was restricted to humans, so fighter class variants like the Berserker and Battlerager was the official way of playing a non-human character that fulfilled the same class role despite not bearing the name "barbarian."
- Hit Dice: d12, rather than d10.
- They move at 2 points faster than the usual character.
- Immune to backstab.
- Can use Barbarian Rage once per day for every 4 levels (starts at 1st level with one use). Rage gives them +4 to constitution and strength for 5 rounds. Gives a -2 armor class penalty and +2 to saves vs. magic (but actually imposes a -2 penalty to saves vs. magic in the original game, despite the description). Rage also gives immunity to all charm, hold, fear, maze, confusion and level-drain spells. This ability is very similar to Enrage, which is used by Berserkers. Enrage has double duration, but different bonuses and it comes with penalties after the duration has run out.
- At 11th level, the barbarian gains 10% resistance to slashing, piercing, crushing and missile damage. This improves to 15% resistance at level 15 and up to 20% resistance at level 19.This ability stacks with the Hardiness high level ability.
- Cannot wear full plate or plate mail
- Cannot specialize past normal specialization.
Infinitron It's one of the earliest screenshots. I bet you, a dedicated Obsidian PR-wannabe, has it stashed somewhere.
=
Who's ignoring them? As I said, BG2 has a big menu and some of the dishes are very good, but when it comes to character creation and building, that's all there's to it. You make your pick from the menu at the start, and roll with it. Or for the trooly hard-kore, dual at level 9 to make another pick. After those initial choices, zip. Okay technically you have to put a proficiency pip on something from time to time, but if you don't build on what you chose at CC, you're just gimping yourself.
Sawyer posted a screenshot of the party's physique (? whatever it's called) score being added up to complete a skill check successfully in a dialogue scene.I'm sure it's only for skills. PoE2 will have like 20 of them including a bunch of dialogue-only skills, the balance is all different.
All of the examples of class build variety in Pillars of Eternity, either by you or Grunker or the build guys on the Obsidian forums, are planned builds. They are not ad hoc builds that you create during the game. A general property of skill build systems is that when you don't plan builds ahead, they suck; and when you do plan them ahead, and optimize the build, 99% of the times it's no different from picking a class because you end up with a relatively limited set of efficient builds and the rest are trash. It's called the cookie cutter syndrome. It's common in action CRPG and MMORPG systems and has led to many developers simply abandoning the whole skill focused approach.
All of the examples of class build variety in Pillars of Eternity, either by you or Grunker or the build guys on the Obsidian forums, are planned builds. They are not ad hoc builds that you create during the game. A general property of skill build systems is that when you don't plan builds ahead, they suck; and when you do plan them ahead, and optimize the build, 99% of the times it's no different from picking a class because you end up with a relatively limited set of efficient builds and the rest are trash. It's called the cookie cutter syndrome. It's common in action CRPG and MMORPG systems and has led to many developers simply abandoning the whole skill focused approach.
In that case Pillars must be a real work of fucking genius, because those planned builds we've posted /aren't/ cookie-cutter. And hell yes they're more efficient than ad-hoc builds.
It's like you guys can't into scalars. It's either cookie-cutter, or all builds are the same. Fallacy of the excluded middle much?
The cookie cutter syndrome refers to every class having a small set of optimal builds against which all other builds objectively under perform. Pillars of Eternity doesn't have enough players or analysts to evaluate whether the builds you guys posted are, in fact, cookie cutter; they probably are, I just can't be bothered to prove it because it doesn't matter to my argument, which is that your criticism of classes being selected at the start, makes no sense in this context.
I think that's why they put the ring of human influence 3 feet away from the exit to Irenicus' dungeon. They didn't want you to feel too bad about dumping your CHA to 3 on CHARNAME.You have to do some "exploration" in AD&D too. E.g. hearing about BG games having a grand plot and party relations you might think that Charisma or Intellect would be useful.
So you're asserting that there's no difference between a system where the classes are defined and on-rails from the start, and a system where you have to actively explore the system in order to discover those optimal buils.The cookie cutter syndrome refers to every class having a small set of optimal builds against which all other builds objectively under perform. Pillars of Eternity doesn't have enough players or analysts to evaluate whether the builds you guys posted are, in fact, cookie cutter; they probably are, I just can't be bothered to prove it because it doesn't matter to my argument, which is that your criticism of classes being selected at the start, makes no sense in this context.
'k
one-and-a-half-ivan asked:
Hi Josh, I had a question about skill checks in PoE2. If I understood it correctly, all your party scores are added in order to see if you pass a check or not. Won't it make checks redundant, as it would be easy to max out all the important skills and just steamroll through all dialogues? Could you maybe tell us about this aspect in detail?
JSawyer:
Other party members can contribute to checks, but the contribution is not 1:1. Every other character in the party who has a value in the applicable skill has their skill value added to a pool. The pool grants an additional bonus on a (more or less) triangular progression.
E.g.: John Watcher is in dialogue and one of his replies has a Diplomacy requirement of 8. He has 4 Diplomacy. Pallegina has 6 Diplomacy, Aloth has 3, Eder has 1, Xoti has 0.
6 + 3 + 1 + 0 = 10, which corresponds to a bonus of +4. John Watcher’s effective Diplomacy is 8.
The assists can allow you to make much higher checks than you could by yourself, but that’s also a pretty big investment of skill points to make high checks in one specific skill. If you want to make the Diplomacy Monster Party that makes all of the Diplomacy checks because everyone has maxed out Diplomacy, you can. You don’t receive any special bonuses for being 2x or 3x over the check requirement and you won’t qualify for any of the checks in other skills.
The cookie cutter syndrome refers to every class having a small set of optimal builds against which all other builds objectively under perform. Pillars of Eternity doesn't have enough players or analysts to evaluate whether the builds you guys posted are, in fact, cookie cutter; they probably are, I just can't be bothered to prove it because it doesn't matter to my argument, which is that your criticism of classes being selected at the start, makes no sense in this context.
So you're asserting that there's no difference between a system where the classes are defined and on-rails from the start, and a system where you have to actively explore the system in order to discover those optimal buils.
'k
First, saying the classes in D&D are on-rails is just retarded and a lie.
Second, PoE also has classes.. how is that not on-rails, then?
In which case your "explored" builds are technically nothing more than kits, that are just much more uninteresting than what D&D has to offer.
Wow, one ranger hits from the distance one from melee! AMAZING EXPLORATION!
And fuck off with "more efficient" and "optimal". Everything is efficient. Just how much difference is between those builds and an ad-hoc one?
The difference is that with AD&D kits, all you have to do is open your mouth and lick the spoon the game designer is sticking into your mouth like a good little boy, whereas with Pillars /you're/ the one doing the exploration and coming up with the build.
It would be a lie about base D&D3 without prestige classes.
It is entirely true about OD&D, AD&D1 and 2, and D&D3 with prestige classes.
Prestige classes are what makes D&D3's character building so freeform
Prestige classes are what makes D&D3's character building so freeform
Prestige classes: Build your character in this specific way to meet the requirements.
Prestige classes: Build your character in this specific way to meet the requirements.
Manipulation at best. The requirements are rarely steep enough to railroad your character, and good D&D builds can have four or five classes.