Tavernking
Don't believe his lies
just add personality trait that will force npc to leave party if pc gets involved in any romanceI'm curious if this will annoy players too much.
Why? And what would the trait be called?
just add personality trait that will force npc to leave party if pc gets involved in any romanceI'm curious if this will annoy players too much.
inceldomjust add personality trait that will force npc to leave party if pc gets involved in any romanceI'm curious if this will annoy players too much.
And what would the trait be called?
was thinking more in terms of simpinceldomjust add personality trait that will force npc to leave party if pc gets involved in any romanceI'm curious if this will annoy players too much.
And what would the trait be called?
If memory correct, in Baldurs Gate 1, if the player character has sufficient charisma, he can calm them down during the quarrel.I hate the Baldur's Gate approach. At least give me an option to persuade or intimidate them into sticking through it, or hell, just let me bribe them.
can one give examples? Only played Mount and Blade Warband and the memory of the specifics and when such cases happen as with an army trainer NPC leaving, are dim.Mount and Blade
If memory correct, in Baldurs Gate 1, if the player character has sufficient charisma, he can calm them down during the quarrel.
Too bad Charisma is a dump-stat in early Infinity Engine games. I certainly wouldn't spec into it for that reason alone. Can any Paladins confirm this btw?
What happens if they kick you out of the party? Do they finish the game by themselves?In Ishar: Legend of the Fortress, party members vote on new additions, expelling existing members, and various other actions, with the player constrained to accept these decisions.
In Ishar, the player is the party rather than any single character. Although the party begins with just Aramir, it is possible keep playing and complete the game even if he is killed. The player still decides whether to recruit or dismiss party members, though; it's just that the player's decision can be rejected by the party members (in a way, they're all NPCs).What happens if they kick you out of the party? Do they finish the game by themselves?In Ishar: Legend of the Fortress, party members vote on new additions, expelling existing members, and various other actions, with the player constrained to accept these decisions.
Did you play Wildermyth? I don't know the exact count, but there are probably a dozen different personality traits that can be scored from 0-100, and then there are dozens more that cover the character's history, family, and relationships. Then as your party travels around the randomly generated map, they'll get different encounters with different outcomes depending on which characters you have and what their scores are.seem like future is in generic list of character personality traits, like in darkest dungeon or star traders
I read something that stuck with me. It was in the intro to one of Neil Gaiman's Sandman comics. The guest who wrote the introduction said that there are two kinds of fantastic fiction: There is the story where the fantastical character enters the mundane world. And there is the story where the mundane character enters the fantastical world.Bluepilled noobs still haven't witnessed the JRPG bliss wherein party members are always bound to be more interesting than the MC.
I did find it annoying that the opinion of the honest types would tank heavily if you boarded attacking ships and killed them all.while honorable officers will want to work for governors and do official privateer work.
Ishar is particularly stupid at this since there is no way to influence the votes, it's totally arbitrary.
This creates situations where there is an NPC you have to recruit to *finish the game*, but you can't eject anyone to make room since everyone votes no. So this forces you to adjust your formation so the character you need to get rid of is in the front, then to go find an enemy and let them kill them. For a mechanic that is supposed to foster roleplaying and immersion it ends up doing the complete opposite.
The whole system, while creative, isn't exactly the greatest idea ever.
If a majority of party members disagree with your decision to expel a character, you can still get rid of him by murdering his ass.
You have to pick a party member to be the assassin. The attempt automatically works, but is risky : it's possible that a party member who really liked the victim will decide to avenge him and kill the assassin.
The best way to avoid that is... to pick the character who likes your target the most as the assassin, something that is completely possible.
The whole system, while creative, isn't exactly the greatest idea ever.
For a mechanic that is supposed to foster roleplaying and immersion it ends up doing the complete opposite.
Sorry for stealing this a bit, but I need to expand:The Expeditions series is doing a great job in this regard.