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Pathfinder Why Owlcat's Kingmaker Sucks, in Plain Language

Shadenuat

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Creative encounter design with kobolds? they're all just same shooting same flame arrows. usage of abilities? what abilities, you didn't have any. can you maybe demonstrate me how you don't auto attack 4 levels of nashkel mines with same copypasted enemies? builds? what builds????

stacking bonuses is basically the whole genre. maybe you just don't like RPGs?

metaknowledge is a non argument as I see it. you can metaknowledge by reading 5 pages of steam forums. as if IE had no metaknowledge in terms of what spells and enemy abilities do, please.

building overpowered characters and crushing enemies is what combat rpgs are about. so as I said, maybe you just don't like RPGs?
 
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FreeKaner

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Creative encounter design with kobolds? they're all just same shooting same flame arrows. usage of abilities? what abilities, you didn't have any. can you maybe demonstrate me how you don't auto attack 4 levels of nashkel mines with same copypasted enemies? builds? what builds????

stacking bonuses is basically the whole genre. maybe you just don't like RPGs?

In either BG1 or PFK, you don't have many abilities available to you so your power level is accountable, which means even kobolds with little to no abilities placed in correct manner can be a challenge to overcome. We are not talking about that here, we are talking beyond this, when you come to snowball with stacking modifiers with so many abilities and possibilities available to point that the game can no longer account for this, so all it can do is increase the stats linearly to the point that it has to stay above this expotential power level that enemies cannot have due lacking the necessary synergy. Unless every enemy in encounters were made in munchkin ways with AI to back it up. So you get to point that base d20 is eclipsed to such a point that game retroactively and proactively becomes about making a character build that you can carry your d20 rolls through the treadmill of ever increasing saving throws that they can succeed without having to do natural d20 rolls. This is contrary to BG1 or BG2 where bonuses from items and abilities you get assist to d20 rolls, instead of replacing it in its entirey. This is stat inflation, easily observable because the rolls are made in d20.

On the contrary, stacking bonuses is not the whole genre. Indeed it is popular in other genres with "RPG elements", chiefly MMOs which are all about stacking 5% or 10% bonuses that bonuses entirely exceeds the basis. Hint, an +1 roll on a D20 system is %5. What do you think happens when these +1 bonuses exceed 20?

I like RPGs and in general tactical and strategic combat. Which is why I do not approve of such bloat and inflation fetishes that plague the MMO genre. I suppose this is why there aren't many RTwPs as entertaining as BG1 or even BG2 are made anymore, ruined by perception of modern MMO genre, the developers might have lost sight of what should be the "RPG elements". For one understand that power level is relative, if the enemies didn't have overinflated stat beyond d20 rolls, you wouldn't need to dip into 5 classes and precision strike all the required feats to feel powerful.

Also answer me this, if all the options is the best would a game with all the abilities in all iterations of D&D be the best game? Else, is such sacrifice is meaningless and contrary to integrity of the game in time and opportunity restrictions? Can we imagine a game where instead of bandits that have saving throws beyond d20 (I.E if you aren't stacked enough you will not even succeed in applying desired effect beyond the natural 20 roll) we could have the ones within d20 so that the game's focus could be about strategic accumulation of abilities to overcome a wide variety of challenges and tactical application as necessary but unfortunately because we have to match up to treadmill of the inflated stats we have no choice but to meet it. This also essentially invalidates a large part of the options available to us because they become insolvent.

I.E, what is better? Coming to a lich encounter with correct party composition to handle it adequately by having the tools to deal with its defences and abilities or having a party of 6 munchkins that have stated themselves so highly they can succeed their attacks even against 45AC of the lich without having to do natural 20 rolls.
 
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Shadenuat

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Idk what you even mean by saving throws. They are not actually that important in PK, although they are more important than in IE games, as you actually have enough control over your character building to make them high enough to rely on passing them instead of just praying or resorting to a hard counter. That alone actually wins over any IE game since you have options: either increase saving throws through builds, or use spells/scrolls/equipment. BG only has spells/scrolls/equipment which arguarbly is MORE metagaming because if getting an item with immunity to drain is LESS metagaming than planning your character properly idk what to even talk about.

Nobody ever relied on "assist in rolls" IE games. Because many of them are either pointless/or because you don't want to rely on sheer luck of not dying instantly to something in your plan.

And stacking numbers is indeed the whole or most of the genre. RPGs are about stats, or rather, stats is what makes a game an RPG. And the more control you give player over them, usually the more people like the game.

Also answer me this, if all the options is the best would a game with all the abilities in all iterations of D&D be the best game?
I know that game with 3 races and 3 classes, even if they are masterfully executed, won't be of any interest to people who like Pathfinder or NWN2.

because aside from balance and encounter execution you also have things like player ability to express themselves in the game. and for that you need choices.

I.E, what is better? Coming to a lich encounter with correct party composition or
having powerful characters is part of correct party composition. but of course if encounter requires correct party composition, good builds and corect choices and tactics inside encounter it is the best.

the problem of the lich in PK, however, is not purely in number inflation. the lich is kinda too weak even for NOT munchkins, the arena is just 4x4 tiles room, he has no minions but like 2 skelingtos, no good buffs, no scripts, no anything.
 
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Pink Eye

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>In BG1 and BG2, you beat an encounter because you use the correct abilities in correct positioning allowed by your build that you did with knowledge of using these, in PFK you do because you had the clarity to stack correct bonuses so that your d20 roll can actually catch up to enemy saving throw without having to hit a natural d20
What are you even talking about? Go back and replay Neeshka Mines in Baldur's Gate 1. Then come back and replay the prologue area in Pathfinder: Kingmaker.
 

FreeKaner

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Idk what you even mean by saving throws. They are not actually that important in PK, although they are more important than in IE games,

AC is a saving throw, they do appear to be more important because you have to match the treadmill but that is indeed wrong. Because by eclipsing the D20 you are making it very important to be able to match up to that now greater than 20 number in rolls. I.E if you have an enemy with 35 AC, and you have modifier of 18 AB, you better hope you roll higher than 17. Meanwhile in IE games usually rolling higher than 10 tends to be enough to get past a saving throw, because you'll likely have 3-4+ to your roll and enemy will not have absurd defences requiring that high rolls.


Nobody ever relied on "assist in rolls" IE games. Because many of them are either pointless/or because you don't want to rely on sheer luck of not dying instantly to something in your plan.

You make d20 rolls in IE games, you should be aware of this fact. When you have a longsword +2 and have an ability that gives +1 to your weapon rolls you are making an assist to that roll, if you have modifiers stacked to 45 the roll becomes a treadmill.

And stacking numbers is indeed the whole or most of the genre. RPGs are about stats, or rather, stats is what makes a game an RPG. And the more control you give player over them, usually the more people like the game.

Argument by popularity? Indeed then we should all design our RPGs to be like MOBAs, which are incidentally also about stacking modifiers. I am to one to not like RPG as a genre than. In this feat, I do agree that PFK succeeded as far as the minutiae of combat and character building is concerned. Where your build is limited to

as you actually have enough control over your character building to make them high enough to rely on passing them instead of just praying or resorting to a hard counter. That alone actually wins over any IE game since you have options: either increase saving throws through builds, or use spells/scrolls/equipment.

This is where we fundamentally disagree, to me its clear as a day that IE is the better choice here and true to the RPG genre. BG1 and BG2 are much better in this regard because there is strategic and tactical approach to the game, where knowledge matters because it provides you with tools. Meanwhile in overinflated world of PFK, the knowledge is the knowledge to get all stacking bonuses you can get, a design which is most commonly found in MMOs.

because aside from balance and encounter execution you also have things like player ability to express themselves in the game. and for that you need choices.

Indeed, which is why PFK fails. Because there is no expression except the expression of stacking +1 modifiers in the optimal way until you eclipse the d20 rolls. Rather than say expression of an inquisitor in party being a natural counter to a lich.

>In BG1 and BG2, you beat an encounter because you use the correct abilities in correct positioning allowed by your build that you did with knowledge of using these, in PFK you do because you had the clarity to stack correct bonuses so that your d20 roll can actually catch up to enemy saving throw without having to hit a natural d20
What are you even talking about? Go back and replay Neeshka Mines in Baldur's Gate 1. Then come back and replay the prologue area in Pathfinder: Kingmaker.

Prologue of PFK, as well as the gameplay up to where you establish the kingdom is good exactly because it is more alike BG1. After which it rapidly detoriates because it doesn't handle increasing power levels like BG2.

If you are to propose that PFK has better combat than either BG1 or BG2, this is fundamentally wrong. On the other hand, you can argue that PFK has meaningful resource management thus is fundamentally better game failing its system and combat in details, that I would agree with. Unfortunately, these games are very combat heavy thus we cannot ignore that and on that account alone BG1/2 have much more coherent as games.
 
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Shadenuat

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AC is a saving throw
AC is not a fucking "saving throw". And for AC, you actually do have more control in IE games, even though eventually, it becomes entirely meaningless, as even -22 would still not save you. in PK, you can actually make a tank character.

ou make d20 rolls in IE games, you should be aware of this fact. When you have a longsword +2 and have an ability that gives +1 to your weapon rolls
It is not your choice or a tactical choice though, aquering items is more or less automatic; while in 3.5/Pathfinder your knowledge and creativity with character building allows you to have the edge - which is a good thing.

Argument by popularity?
The argument is that rpg players like options and build characters.

BG1 and BG2 are much better in this regard because there is strategic and tactical approach to the game
Time limit by itself already makes PK more strategic than any IE game.

the fuck is your obsession with mobas and mmos idk, mobas don't have character building afaik u just pick the prettiest waifu and press 4 buttons.

Indeed, which is why PFK fails.
if people spending 20 hours just in char generation is failing.
 

FreeKaner

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the problem of the lich in PK, however, is not purely in number inflation. the lich is kinda too weak even for NOT munchkins, the arena is just 4x4 tiles room, he has no minions but like 2 skelingtos, no good buffs, no scripts, no anything.

It's a function of a system bloated in both numbers and possibilities. If the game was within the normal parameters of combat rolls, I.E not eclipsing D20 so heavily. You could have an accountable system where you could give various magical armours and summons that one has to overcome with appropriate abilities. However since you can simply exceed the d20 roll to such a degree that these would be irrelevant, in such case you can simply auto-attack it to death with your 35AB and 40AC. The stacking bonuses invalidates this cohesion. Stat bloat counter-acts any tactical and strategic meaning by pushing the gameplay entirely into the level up screen in combat.
 
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Darth Canoli

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how about you play dragon age, it has 3 classes and 3 races. and allow everyone else enjoy literally the only rpg on the market with real powerful character building except maybe that diablo-like with death coalas.

You probably never heard of Dark Sun Shattered Lands, the Wizardry series, ToEE (with Temple+), the Might & Magic series ...

But yes, that's the only thing PK is decent at, although the character creation screen is sluggish for no reason, why do they have to throw animation shit on it that would make it sluggish ?

Anyway, Wizardry 8 nailed it and it's 100 times better. (and ToEE/Temple+ for the isometric fans)

And KotC 2 will crush it like a bug too.
 

FreeKaner

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AC is not a fucking "saving throw". And for AC, you actually do have more control in IE games, even though eventually, it becomes entirely meaningless, as even -22 would still not save you. in PK, you can actually make a tank character.

You make a tank character by having AC in the excess of 50 that even statbloated attacks of enemy cannot succeed except in natural 20 rolls. This is the sharpest effect of statbloat that eclipses d20.

FYI, you can also make an invincible tank character in DA:O by stacking % modifiers to point that it exceeds enemy ability to deal damage. This is not a strength. This is MMO design.

It is not your choice or a tactical choice though, aquering items is more or less automatic; while in 3.5/Pathfinder your knowledge and creativity with character building allows you to have the edge - which is a good thing.

This already exists within the system of DND/PF without any addition, you build your character by specialisation, this is not an argument. It also functions same in PF:K except the entire game is reduced to this.

Time limit by itself already makes PK more strategic than any IE game.

That is true, the game has great resource management, which is why it is disappointing that its combat works the way it does.

if people spending 20 hours just in char generation is failing.

The character creation is indeed enjoyable, that is why it is so disappointing the game doesn't follow up to it, because it can't due nature of the system.
 

Shadenuat

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how about you play dragon age, it has 3 classes and 3 races. and allow everyone else enjoy literally the only rpg on the market with real powerful character building except maybe that diablo-like with death coalas.

You probably never heard of Dark Sun Shattered Lands, the Wizardry series, ToEE (with Temple+), the Might & Magic series ...

But yes, that's the only thing PK is decent at, although the character creation screen is sluggish for no reason, why do they have to throw animation shit on it that would make it sluggish ?

Anyway, Wizardry 8 nailed it and it's 100 times better. (and ToEE/Temple+ for the isometric fans)

And KotC 2 will crush it like a bug too.
on the market means current game.

ds is old. toe is bugged mess with shit encounters. might and magic? what about its character building appeal to you?

wizardry 8, tell me the chance of procing of lightning strike for samurai or correct formula for your spell points.

and that's not to mention some rumours I heard about it that you to hit chance is actually based on monster lvl. you need russians (funny enough) to reverse engineer the whole thing to understand what your stats even do.
great gaem but totally not about total control of every bolt and nut of your characters, at all.

And KotC 2 will crush it like a bug too.
yeah right with paper tokenz.
 
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Pink Eye

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>Prologue of PFK, as well as the gameplay up to where you establish the kingdom is good exactly because it is more alike BG1. After which it rapidly detoriates because it doesn't handle increasing power levels like BG2.
Fair enough then. But I think that is more of a symptom of the rule set in which the game is based off of.
 

FreeKaner

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>Prologue of PFK, as well as the gameplay up to where you establish the kingdom is good exactly because it is more alike BG1. After which it rapidly detoriates because it doesn't handle increasing power levels like BG2.
Fair enough then. But I think that is more of a symptom of the rule set in which the game is based off of.

I agree, its the problem of PF system when its allowed like this. Devs could however limit this by approaching how one would approach PNP, I.E instead of copypasting so much of it without considering its ramifications and their own campaign they could cut the excess so that it could be a more coherent system, tailored for their own game and campaign.

I do enjoy the resource management in this game and it is so rare to see actual time management in RPGs. It would be great if the devs for the second game kept cohesion in mind instead of trying to add more and more of PF ruleset to the game.
 

Delterius

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Fair enough then. But I think that is more of a symptom of the rule set in which the game is based off of.
No doubt, the rule set has some tendencies that do just do not help. It's 3E after all. Everyone is one obscure supplement from soloing the tarrasque at level 1. But you can still work with it in the game. Revise everything down instead of up: fewer broken magic items, lower point buys and fewer encounters that can overwhelm the player with ability variety would do wonders.

Wrath of the Righteous could be that but I don't think the feedback owlcat received helped them reach this conclusion at all.
 

Shadenuat

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well ok let me reiterate: ToEE is good char building but the rest of the game is ONLY bugs and a lot of shit encounters.
+very pretty backgrounds!

Kingmaker is great charbuilding, but bugs and many shit encounters is not the whole game.

I played ToEE with Temple+ a million times
i envy your patience.
 

Shadenuat

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Fair enough then. But I think that is more of a symptom of the rule set in which the game is based off of.
No doubt, the rule set has some tendencies that do just do not help. It's 3E after all. Everyone is one obscure supplement from soloing the tarrasque at level 1. But you can still work with it in the game. Revise everything down instead of up: fewer broken magic items, lower point buys and fewer encounters that can overwhelm the player with ability variety would do wonders.

Wrath of the Righteous could be that but I don't think the feedback owlcat received helped them reach this conclusion at all.
honestly 70% of problems of Kingmaker can be solved by simply doing good itemization and stopping at +4 weapons and +3 belts.

Varnhold DLC proves it as much. you get like one +4 plate and one +3 sword and rest is +1 daggers and it's fucking hard even with hyper op characters. and when game has the balls to blatantly take away some characters from you it is even better.
 

Pink Eye

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Fair enough then. But I think that is more of a symptom of the rule set in which the game is based off of.
No doubt, the rule set has some tendencies that do just do not help. It's 3E after all. Everyone is one obscure supplement from soloing the tarrasque at level 1. But you can still work with it in the game. Revise everything down instead of up: fewer broken magic items, lower point buys and fewer encounters that can overwhelm the player with ability variety would do wonders.

Wrath of the Righteous could be that but I don't think the feedback owlcat received helped them reach this conclusion at all.
Go play Varnhold's lot. It focuses more on low level content, and the developers don't just give you high level gear like its candy. Even stupid munchkin builds will have a run for their money in that DLC. I managed to beat it on unfair after weeks of trying.
 
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Darth Canoli

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Excuse me toee has owlbears and pfk has enraged owlbears.

Nothing to do with encounter design though.

These Owlrat noobs could have learn a thing or two had they played ToEE thoughtfully.

They could have improved their retarded random encounter design for instance.
In ToEE, it's similar except you know what you're fighting if you can avoid it, making the choice interesting, you can avoid trash low level mobs but fight the big ones.

I'm not making a list because unlike Gregz , i can count beyond 20 and it's going to be too long.

Come on, it's almost a good joke.
 

Shadenuat

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from toee? yeah no.

from best examples of ie games? yeah probably.

the truth is that with all the systems they own, regardless of how player can multiclass or build characters, if they limited most powerful force multiplicators (which is gear, and to an extent and what is possible to limit - gold) and worked on encounters it all would be fine.

itemization and resources being an afterthought in rpgs ESPECIALLY D&D WHERE YOU KILL MONSTERS GET ITEMS is my personal bag I like to punch.
 

Tigranes

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Yeah the stat bloat in Kingmaker is bullshit not gonna lie. Wolves be wearing full plate in these parts.

Only really a thing on Hard or Unfair difficulty. Challenging is almost like P&P with only minor bonus to enemy stats, mostly +2 armor, +2 saves and +2 hit

It's not just the stat bloat - it's the way the entire system is built where the fundamental progression system is indefinite AC/BAB stacking. You go from 20 AC to 40+ at least even while playing Challenging pretty casually, and so do your enemies more or less. It's just the name of the game, like JRPG enemies getting 8 million HP
 

Pink Eye

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>where the fundamental progression system is indefinite AC/BAB stacking.
This is incorrect. You can't infinitely stack BAB. You are limited to BAB progression and other factors. At most you can potentially do eight attacks per round if you're a monk, and that is due to flurry of blows + haste + KI Power Extra Attack. AC stacking isn't anything new, you could do that in Baldur's Gate 1. Furthermore, buffs tend to override each other. It's not as easy to stack stats, because certain bonuses don't stack with each other. Unless you mean enemy stat inflation. In which case I suppose you're right. Even then it isn't even that big of a deal. Compare this wild monarch to its pnp counterpart:
PeIZ9Dt.png
Vs
https://www.d20pfsrd.com/bestiary/monster-listings/fey/wild-hunt/wild-hunt-monarch/

The stat inflation isn't that huge.
 

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