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Originally Posted by Cromcrom

And I mean, every decent RPG offers you to buy "perk" points, in exchange of "flaw" points, or to buy some "flaws" so that you can buy more "Perks"...
Here, characters creation have no Flaws = RPG miss.


Like Arcanum and Fallout, or do you mean something else? Could you name some videogame RPG's which have a system where you take flaws to get extra points?


Traits are eventually going to have negative consequences, they're just not implemented yet. I was hoping for a similar thing in character creation, where you could pick a couple traits which have a positive and a negative effect.



Originally Posted by Cromcrom
Why did these ***** put "reason" and "willpower" as talents, and not attributes ? I must really be an idiot for not seeing the meaning of this.


Willpower as an attribute was one of my suggestions from way back, before mana was removed.

However, Reason is an Ability because Charm and Intimidate are also Abilities, and adding those three to your existing 6 primary abilities is way too much and would make them dump stats anyway.

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Like Arcanum and Fallout, or do you mean something else?

This is exactly what I mean.
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they're just not implemented yet.
This is why I will hold fire, until next update; It is supposed to be a big one, hopefully things will start to make sense.

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However, Reason is an Ability because Charm and Intimidate are also Abilities, and adding those three to your existing 6 primary abilities is way too much and would make them dump stats anyway.

reason is different from reasonning.
Reason could be an attribute, and reasonning a talent (I don't want this but this is an example)
Although charm does sound like an attribute, or could be a talent, intimidate indeed sounds like a talent.

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and adding those three to your existing 6 primary abilities is way too much

By what criterias ?


And I have another fundamental question: what is the difference between spells and skills ? Beside requirements (int/magic levels for spells, physical attributes for skills), I see absolutely none. Spells function exactly like skills. It doesn't feel right.

I am again very frustrated with the potential of this game. This is why I am so agressive.


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I'm not sure that you'll be able to pick Fallout/Arcanum style Traits on character creation, and if that's the case, I'll be disappointed about that. I'll also be annoyed if the Traits don't get their negative parts.

Originally Posted by Cromcrom
Reason could be an attribute, and reasonning a talent (I don't want this but this is an example)
Although charm does sound like an attribute, or could be a talent, intimidate indeed sounds like a talent.


No, I think Charm, Reason, and Intimidate should remain Attributes, not Talents. I've seen the spoiler-filled videos, and those things become more useful in the area past Cyseal, and farther into the game, the checks get higher. Talents are binary - you have them or don't. Abilities can have 6 different ranks (including untrained), so you can have different difficulty levels of checks other than the pass/fail of a Talent.

Example: Normally, Roberts has a situation bonus to Reason and a penalty to Charm, so even an untrained Reason check will pass, but if you have 3 into Charm, you can pass with a Charm check.

Originally Posted by Cromcrom
By what criterias ?


By the criteria that you get one attribute point every other level. Even with the reduction of ability points, you still get more of those. If you increase the amount of attribute points you get, people will still be more likely to spend them on their attributes that let them fight better.


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And I have another fundamental question: what is the difference between spells and skills ? Beside requirements (int/magic levels for spells, physical attributes for skills), I see absolutely none. Spells function exactly like skills. It doesn't feel right.


Do you mean you want mana or some reagent system for magic, or something else?

We weren't there for the discussions about the decision to remove mana and go to a cooldown-based system, but I can't imagine that such a big design decision was taken lightly and without a lot of arguing.

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Do you mean you want mana or some reagent system for magic, or something else?

This has already been discussed.

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We weren't there for the discussions about the decision to remove mana and go to a cooldown-based system, but I can't imagine that such a big design decision was taken lightly and without a lot of arguing.

Sure, but I still don't see what the difference is.

Next update might shed some light about what they have in mind.


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