Surf Solar
cannot into womynz
- Joined
- Jan 8, 2011
- Messages
- 8,837
That take on BG3 sounds pretty cool.
That take on BG3 sounds pretty cool.
That take on BG3 sounds pretty cool.
See, that would make a kickstarter for the ages.
"Continue BG's storyline in a spiritual successor to Torment, with a strategy/sim layer of gameplay!"
Sounds like an awesome idea, but imagine the types of encounters that they would have to throw at you just to challenge a god. Anyone know if there are any PnP campaigns of that level or if it is even possible with the latest DnD ruleset?
Even a gimped deity is still vastly more powerful than most/all mortals and would operate on a level that would make most dialogues/encounters trivial.
George Ziets said:as well as revisiting old favorites like Sigil
It happened in one of the novels when the god stuffed his divinity inside an artefact to hide it. After losing it the last time he did that. The God of Reckless Fools indeed.And a god entering Sigil, lawlz
The Time of Troubles was precipitated by an attempt by the gods Bane and Myrkul to steal the Tablets of Fate from the overgod Ao. The tablets were created by Ao to sustain the balance of good and evil, law and chaos and contain the areas of which each of the gods of the Forgotten Realms rule over. Angry with the gods for their habitual pursuit of power and negligence toward their mortal faithful, Lord Ao relegated every god (except for the guardian god Helm, selected to protect the gates to the heavens) to walk among their followers on the earth. The immediate effects of this edict were threefold. First, divine magic (spells granted to clerics by their patron deities) ceased to function altogether[2] unless the cleric was within one mile of their deity's avatar. Second, arcane magic (a force channeled from The Weave by wizards and sorcerers) ceased to be regulated by its steward, Mystra, and became dangerously unpredictable. Third, the characteristically immortal and aloof deities were now vulnerable (though devastatingly powerful) and dwelling among the civilizations of Faerûn.
I want to see George Ziets creative lead another rpg. Make it happen Obsidian, failing that hire him already Fargo!
Looks a bit like Beksinski crossed with Giger.That pic is fucking awesome.
I just came in my pants.
Kevin Saunders said:That’s a great point in favor of turn-based (TB) combat, and of course we’ll be looking to leverage as much from Wasteland 2 for Torment as makes sense. The combat system is an aspect that really is up for discussion and we are by no means cemented on real-time with pause (RTwP). Actually, for the recent Rock, Paper, Shotgun article, we considered not even suggesting a direction, but a) it’s true that our initial inclination was RTwP and b) thought we’d glean more useful feedback in terms of community response by indicating that. That feedback is important to us and, in fact, we plan to look to the Torment backers for their input on this topic.Why go for RtwP combat if you guys will already have a fully working and tested Turn based system from Wasteland 2?
We have several design goals for combat that aren’t inherently dependent upon whether the combat is RTwP, TB, or something else. These include aspects such as meaningful player decisions at both the strategic and tactical levels (I use the terms “strategic” and “tactical” in the same manner that JESawyer does); emphasizing quality of combat encounters over quantity (including the ability to avoid the majority of combat through gameplay decisions); the integration of narrative elements (the spirit eating mechanic of Mask of the Betrayer is an example of this.)
Because we can achieve these goals with either system, and because we don’t feel that the choice of RTwP or TB is fundamental to the Torment experience, it is exactly the type of design decision in which we’ll want to engage the game’s backers.