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Mirage Wolf's page

144 posts. 1 review. No lists. No wishlists.

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Thank you both very much. I'm going to read related articles now. :)

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Leadership feat that recruits npc

Recruited by npc (none-scripted event)

NPC growth (personal wealth, held land, power, age, etc.)

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I would like to explore a flooded dungeon... sounds awesome.

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I would like the monk to be like characters in Baki the grappler, blade of immortal, or Stormrider (Fung Wan?)... =P

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Recently I was reading a comic, in it the group of heroes could take some drugs to turn them into anthropomorphism of insect temporarily. It gave me some idea of building up a character that can turn into insect-humanoid to fight for a few rounds. When I looked up through the rules, I found most abilities were about anthropomorphism of animals such as beastmorphs / anthropomorphic animal.

Then, I start to think about the most (none scientific) fantasy works I've read. Animal-headed humanoids seem to be pretty common, human-headed animals are rare but still can be seen once for a while. Insect anthropomorphism, however, just seems to be extremely rare. The closest thing is drider but spiders aren't insect. There are some anthropomorphism of spiders and centipedes in classical literature like journey to the west but neither of them are insect as well.

Is it some kind of taboo to use it in none-scientific fantasy settings?

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There could also be foreign texts in books/tomes that can only be read by characters who are proficient with the language. (and goblins shouldn't write! =P)

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Hope there will be different functions for followers/summons/undead/animal companions.

Intelligent humanoids should be the most flexible. Commoners can farm/mine/trade, experts to craft/build, warriors to guard/patrol, etc. The player may even be able to make profit through their activities.

Crafting golems are expensive, so maybe relatively low at maintaining cost. Animals / undead also constantly require food, but are easier to be recruited/created.

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Personally I hope there wouldn't be the need to "roll around." It was one of the thing that bothered me the most in Witcher 2, in the first game Geralt could do many other types of dodge moves (side step, somersault, etc.) rather than roll roll roll, and dodging in 1st game wasn't even necessary.

DAO had one of the real-time auto combat that I enjoyed. There are plenty of moves a plain melee character can perform, and the moves don't seem to go the over-exaggerating route (at least in the lower~mid levels).

In action combat style games, I prefer something like way of samurai. Constantly blocking with your weapons may have weapons "overheat" and break (like weapons being sundered), there are moves you can unbalance enemies, push enemies, etc. Most basic weapons don't have insane moves either. (at least that's what I remembered of the 2nd installment)

Different weapons also grant players different move styles (I think Witcher 1 also had this?), and you unlock moves once you are more proficient with the weapons you wield, unlike some action games that use the same 3~5 moves for every single weapon regardless their size/type/shape for the whole game.

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I would love to see some "lawful evil content" in the game.

Most "evil" in video games is closer to chaotic evil, in which players go on a killing spree in towns, or neutral evil acts with immoral choices which give some beneficial rewards to the characters. Rarely the genre offers players to roleplay as lawful evil tyrant-type characters. (perhaps due to the nature of most crpg games are adventures based?)

Making a charismatic character who began an cult in the city's sewer slowly corrupting the citizens to become his mad followers sounds enticing to me. =)

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Roaming monster tribes - instead of monsters being spawned out of thin air, certain monsters may roam around to search for shelters. Once they found a shelter(and/or food source), the population number would slowly increase.

Few monster tribes remain neutral or even friendly terms with the nearby towns, however most eventually become a threat to travelers and nearby towns. The civilization npc community may realize them as a threat once their trade routes / occupants are being harassed, and will find ways to eradicate those threat (usually by asking players to do it, or on rare events they may try it on their own).

If a character belongs to the same monster race/monsters that tribe is friendly with (by spell effect or disguise), or simply charismatic enough, the character may even be able to forge a relationship with the tribe. The player will need to know their languages to do so or other ways to communicate however.

The spell, reincarnation - Players may be raised as a different race randomly, however if using this method to raise the fallen, the characters' fame/notoriety/owned land would be lost (unless they roll the same race). If raised as a monster race, the player join the monsters' tribes instead, which would be more difficult compared to the civilization counterpart. (if not wanting the penalty, players can always choose to be raised by other spells)

Just my 2 cents.

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