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veteran
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OP
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Joined: Jan 2009
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Talent: Monster Lore - For the purposes of identifying stats of people/monsters ONLY, your Intelligence is considered to have an additional +2 Intelligence per level of Monster Lore. (I don't know what the effect of a single point of Intelligence is to identifying monsters, so maybe +1 per level will suffice.)
This talent is useful for those characters who might want to identify monsters stats better, but without spending too many points into Intelligence themselves.
Talent: Nightvision - Gain a temporary bonus to Perception (+1/Level of Nightvision) at night time. Doesn't function in high-light areas such as those with a torch or other bright light source.
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veteran
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OP
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Joined: Jan 2009
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There could be a bunch of Personality Traits that would only be available on character creation that give +1 to Attribute X and -1 to Attribute Y. Examples:
Trait: Bookworm - While others spent their free hours training their bodies on the field or in the arena, you preferred to exercise your mind in the library. +1 (Initial) Intelligence, -1 (Initial) Strength.
Trait: Gym Overdose - You spent so much time bodybuilding that your muscles have grown muscles. Unfortunately sometimes that means your muscles get in the way of each other. +1 Strength, -1 Dexterity.
Trait: Track Star - Running is your passion, but you spend so much of your time moving fast that you don't have time to absorb all the little details others see. +1 Speed, -1 Perception.
Trait: Unlawful Explorer - There were no shortages of locked doors and forgotten passages at Blackrock Citadel, and you enjoyed the challenge of picking the ancient locks and exploring the dust-filled passages beyond, forgotten by the centuries. Inhaling all that dust however, did your body no good. +1 Dexterity, -1 Constitution.
Trait: Endurance Training - You know that endurance is the key to survival, and you spent your free hours running up and down stairs. Your body is in better shape than ever, although you weren't able to find enough time for your studies. +1 Constitution, -1 Intelligence.
Trait: Birdwatcher - You enjoy watching wildlife at their daily activities. Most become alarmed at the presence of a human, so you have trained yourself to be still and watch. Being still all the time means you're not used to moving quickly when it counts. +1 Perception, -1 Speed.
Last edited by Stabbey; 09/05/13 12:43 PM. Reason: spelling
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veteran
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OP
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Joined: Jan 2009
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Also maybe another idea would be an elemental affinity that if you limit yourself to certain elements or use them much more than others you get an affinity to a certain element, if you then start casting another element more often the affinity would change to the new element you use most often.. Elemental Affinity sounds like a good talent/trait for the specialist mage. Maybe it could decrease casting costs for X element type spells, and raise the casting costs for the opposite element spells. If you take allot of greed options in the game, maybe you could earn the haggle talent which would make bartering with merchants better and cheaper. Though not quite sure how altruism would become a talent... Strictly speaking, that sounds like more like a Personality Traits than a Talent, because it is emergent from your style of play. Your post did give me an idea on how to make Altruism a useful trait - be Altruistic enough, and it could be a percentage increase of the gold you get as a reward from quests that give a gold reward. Steal too much, and even if you don't get caught, you'll lose that trait.
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member
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Joined: Nov 2010
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Here some suggestions I also had on the comments but makes more sense to put them here:
I would love to see something like an elemental affinity trait. The idea is that if you use one element much more than any other you start building an affinity to this talent and the spells of that element get a little stronger while the direct opposite of that element gets weaker.
Example: Fire Affinity: +1 Fire Based Spells -1 Water Based Spells Earth Affinity: +1 Earth Based Spells -1 Air Based Spells
With regards to Talents: Butchery talent:
The idea was based on the fact that you can bake bread in the game (as you said). That would imply that you can do some cooking. If that's the case then when you kill animals you should be able to butcher them for the meat and make some limited food out of it. That brought us to the topic of Weresheep and if it wouldn't be fun to have a secret recepie for Weresheep Roast you could find. That whole discussion lead us to having butchery as a trait, and that you could make your "Butcher" quest relevant by actually being able to learn the "butchery" trait from the Butcher if you chose an alternative ending for that quest. You might find out in the book in the Shelter at the End of time though that the Butcher does some pretty horrible things afterward. But that should be ok since you can always go back and kill him then =)
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member
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Joined: Apr 2013
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Garod, I like the elemental affinities you are proposing, and that butchery talent is good, but a bit creepy too. Me like!  Stabbey, Monster Lore sounds quite interesting too, but like the other ones you proposed, it's very hard to know what one unit of intelligence, etc, will entail. Perhaps you could keep the names and the ideas, but making them enhance such skills in other ways - how, I don't know.
I got Comment 33,333 at the legendary Larian KS for D:OS
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veteran
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OP
veteran
Joined: Jan 2009
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Talent: Coordination - When attacking a flanked enemy, your chance to hit is increased.
I want a talent that would synergize well with focusing on an enemy, but a flat damage increase was too boring and possibly too powerful. I didn't want to make it a trait with a negative downside which could cause problems, because there are a lot of possible situations where you don't want both people attacking the same target, so many that a penalty would outweigh the benefit for taking this.
Talent: Musician - Some enemies can use music to boost their abilities/heal, and with this talent, you can use instruments in the same way!
(Maybe this should be a skill or two? Probably not enough for an entire skill tree.)
Trait: Spirit Eater (Necromancy) - Delivering the killing blow to an enemy devours their spirit, recovering a little bit of mana for you, but the dark power prevents you from properly resting (you don't recover mana from resting).
Last edited by Stabbey; 21/06/13 03:56 PM. Reason: another trait
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enthusiast
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enthusiast
Joined: Apr 2013
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I like the idea of negative traits, too. In the Arkania games, you can make your characters claustrophobic or necrophobic. I love the idea of a cleric whose job it is to go into crypts to smite undead actually being terrified of crypts and terrified of the undead.
I'd say there are traits which are simply modifiers dressed up with some flavourful text (e.g. "Zealous: Immune to fear effects when in sight of a church or shrine to your god.") and then there are ones that add totally new things (e.g. "Intuitive: Dialogue options that would cause an NPC to agree or disagree with you are marked in green and red text respectively.") The first ones are easier to implement but the latter ones are a lot more interesting, even if they don't necessarily give you any advantage.
I'd like some characterful things that don't really do anything stats-wise, myself. Things like making your character sing certain songs if he or she gets drunk, or something like "Impulsive", where your character has a chance to randomly choose certain dialogue options without your input.
i like the idea of Negative Traits to, but Madness is not a negative trait.
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journeyman
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journeyman
Joined: Apr 2013
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Talent: Coordination - When attacking a flanked enemy, your chance to hit is increased.
I want a talent that would synergize well with focusing on an enemy, but a flat damage increase was too boring and possibly too powerful. I didn't want to make it a trait with a negative downside which could cause problems, because there are a lot of possible situations where you don't want both people attacking the same target, so many that a penalty would outweigh the benefit for taking this.
Talent: Musician - Some enemies can use music to boost their abilities/heal, and with this talent, you can use instruments in the same way!
(Maybe this should be a skill or two? Probably not enough for an entire skill tree.)
Trait: Spirit Eater (Necromancy) - Delivering the killing blow to an enemy devours their spirit, recovering a little bit of mana for you, but the dark power prevents you from properly resting (you don't recover mana from resting). I really like your ideas mate but i got to change the last on simply got to Soul Master: Set of abilities, pasive and active. Description: Only a true master of the necromantic and spiritial magic arts may ever hope to atain such powers, fully understanding the realm of death and its mysteries may help one gain power over its eartly inhabitants. Pasiv: Spiritual insight: All spirits have reason to fear you, your powers are so great you may detect them no matter where they hide. +Stabbey idea of spirit eater. Active: Ghostly Shackles: Any enemy caught under the efects of this spell will not find peace in death, instead their soul will become a slave to the caster, weaker souls can be devoured or burned in hellfire, stronger souls may only be banished.
Death and glory!
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addict
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addict
Joined: Apr 2013
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I love love love this idea! but instead of Int being a 10% refund chance..perhaps a +3 or +5 mana regen per turn?
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member
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member
Joined: Apr 2005
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I think the main problem by most games in the past was that developers inserted a lot of skills/talents/traits but often ended up neglecting most of them in the gameplay that many got quite useless or even redundant.
Some of them might not thought about that as others might had plans but had to cut corners because of budget issues as time is ever a big fiend of game makers, especially when you are not independent. another big point is of course how central armed conflicts are in most games so that most people tend naturally to focus their points on everything which let them survive.
At the end it lies mainly in the hands of the developers if they take in a later production phase a re-look over their skills and make adaptions to the path the game took with time and cut a skill which looked good at first, maybe add another which fits better as long at least the majority of skills can have somehow some influence in the game.
In a paper game we made you could also pick quirks which gave players a few more points in skills but also added aspects to their characters which could be a more or less serious disadvantage at times. At first they were not too thrilled but realized quickly how much fun actually those quirks could be as it added depth (and realism as their hero was not perfect) and added interaction hooks between players.
Ideals are like stars. We might never reach them. But we can set our course by them.
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