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I don't perceive it that way at all Seeker. The game seems like it will reward those who put in the effort to excel. Sometimes, that will mean chasing other people off of resources you are after, other times, it will mean banding together for a common goal, and yet other times, it will mean launching an attack against neighboring city-states. PvP will be important of course, but so will a lot of other things. Not everyone will need to be a PvP character, it's just that you're risking PvP while going after the glory. If 3rd party material is on the table, there's Shaft and Shield which explicitly calls out the Lance, Longspear, and Ranseur as options. Couple it with Near and Far and you've got your basics covered. (Well, and Power Attack, and Improved Shield Bash + massive shield feat chain...) Have you told him that he's got the fallacy all wrong? The Rule Zero Fallacy (to my knowledge, at any rate. It's possible I'm the one who's wrong here since I don't feel like confirming my memory right now) is essentially stating that there is nothing wrong with a system because you can houserule it. Nothing is said about the value of houseruling as a gaming construct, just that the ability to houserule doesn't prevent a broken system from being broken. (Specific houserules can 'fix' said game for a specific table, but does nothing to correct the game's broken status as printed.) Yeah, positive Karma would be really tricky to implement and would probably have to be programmed in under the surface and NOT told to the playership (aside from telling them that good things come to good people or something similarly vague) Negative Karma, at least as far as griefing via PvP is concerned, would be pretty easy to set up and broadcast. Ryan Dancey wrote: I think it likely there will be horribly evil kingdoms run by rogues, assassins, spies and traitors. Awesome. I'm really glad to see that the potential for being a double agent and switching sides at critical times is there, makes things all that much more interesting. An espionage aspect to a fantasy game, who'd have thought it =D
Classes and the Skill Leveling System: Some Random Thoughts: Class 'Avatars' and Class Paths, and 'Hidden Data' that affects how your character is met by NPCs and certain situations!
Sneak Attack would probably work the same way it always does, meaning when you can catch your opponent off-guard and only while they are off-guard. (I strongly suspect the flanking aspect would be removed or at least reduced.) Thus it's good for sniping or the first shot out of an ambush, but it's not going to be a constant stream of bonus damage. Yeah, there were a bunch of things I neglected to take into account in that post, from forest fires, to people bypassing darkness (although I seem to recall playability being one of the reasons it's not on the list), and the short day cycle. The fact is that as currently planned people will usually have at least one if not more day and night cycles to play per real day depending on their schedule. As far as people on auto-pilot, while they wouldn't be as skillful as if their real players were handling them, so long as they couldn't suffer any personal loss from being killed while offline I see no problem with it. Perhaps upon signing on they get a note that their character was killed in a raid while they were away, and they have the choice of either resurrecting at a nearby temple or of having been captured? Forestry does seem overly vulnerable though... perhaps a change to the ecology is in order. Something about the involved region that causes woody plants to grow a lot faster than they should when there isn't too much competition for resources. What Kirth was saying, is that fluff doesn't matter here. These are just packages of abilities, you put the fluff on it you want. I could easily play a Wizard as a martial arts sage who bends reality through his chi and communion with the universe. EDIT: dammit I'm way to young to be getting ninja'd by Kirth >.< wraithstrike wrote:
This seems like a state of mind issue to me Wraithstrike. As GM I get to play even more than the players of PC's do. I get to play the whole world. You raise some good points Blazej, and I agree that resources that don't recover independently would be problematic. By the same token though, I would really like to see some sense of long term effect you know? Have trees regrow and animals replenish themselves, but let it be slow enough to notice and perhaps work around through other areas. Furthermore, doing such widescale damage should take a lot of effort from a lot of people over a lot of time. An army popping on for one IRL night shouldn't do it. Regretably, this is one of those areas where something sacrificed for playability [real darkness] could be handy. Maybe attempting to harvest/damage resources at night should have significantly reduced returns to simulate this? (Having mages around keeping light spells active would negate the effect of course.) Huh, now that is interesting. Fortunately in Golarion we have Druids who know what they're doing and can make sure to keep the idiots in line :P "Don't chop it all down at once or nature herself will strike you down!" (Or just a logical explanation to the local rulers who can keep their people in line) Elth wrote:
I have a hard time seeing a Renaissance era society strip a region bare to be honest. We're talking bows and picks and axes (and maybe the occasional two-man saw) here. Trees and animals are - if not abused to the level we're capable of in our industrial society - in fact renewable resources. Mines can 'always' go deeper (and get more dangerous of course), more trees will grow in place of the old ones so long as you have enough space to rotate, and animals will repopulate. (Actually, when animals are under heavy predation they tend to breed more rapidly than before.) The problem with declaring 'no friendly fire' is that this is a game with open PvP. EVERYONE is your potential enemy, and it's entirely possible someone might even be a double agent working for you waiting for the time to make their move. How is the game supposed to define 'allies' when such allegiences are underneath the programming? If you drop a bomb, everybody in the area is getting hit, friend or foe.
Classes and the Skill Leveling System: Some Random Thoughts: Class 'Avatars' and Class Paths, and 'Hidden Data' that affects how your character is met by NPCs and certain situations!
A choice could be good, something to give people a foundation to work with if they don't know how to build their desired character. It'll never be quite optimal, because these sorts of things always have a few general purpose items you don't want (heavy armor on the warrior when you want to be light infantry, for example) but that's not a big deal. When people are ready to customize fully they'll move on to full customization. I rather like the idea personally. Humans and Orcs and other short-lived races would breed faster and develop larger nations while Elves, Dwarves, and other long-lived races would have a lot more time to develop individually. It could be really interesting to see second third, and maybe fourth generations of humans growing out of the initial playerbase. The idea of a player's children becoming 'secondary characters' on the same account (similar to the concept of cohorts/followers) could be really interesting if it could be handled right. At the 8 years in game/year irl rate, in one year's time the child could be able to help with certain things around the house/property, and in a second year it would be a full fledged adult. Kelsey Arwen MacAilbert wrote:
It's a skill based system, but I certainly hope that all of those (with the possible exception of gunslingers, but the River Kingdom is exactly the kind of lawless 'old west' environment I'd like to see Gunslingers in) will be capable of being somewhat emulated via skill development. As far as PvP, I can't say for certain, but based on what I've seen there will always be a chance of getting caught in some PvP you don't want, but if you're cautious and not interested in resources it should be fairly rare, especially if you're not interested in the quests in the low security areas. LoreKeeper wrote: I agree with OP. Haste is far too good for a level 3 spell. I'd wish for a separation of the spell into two spells at level 3, one grants Extra Attack and the other grants all the other benefits of haste (movement, AC, attack, etc). Or alternatively make haste a single-target spell; and add mass haste at spell level 6. This kind of design choice always screws the spontaneous casters. MicMan wrote:
True enough, but the proposal I delivered was intended as a VERY LIMITED PvP elimination principal. We're talking the equivalent of maybe a 2-5 mile radius depending on the size of the city. I started a thread dedicated to the idea of Zones of Sanctuary so if you have any further comments please give them there. Dispel Magic is kind of a pain in the ass to be honest. It works, but I really would rather not have to deal with the paperwork it creates. (I played an abjuration specialist once in 3.5 taking advantage of the different ways to dispel, my GM had me trade places with him while he ran the Abjurer and uh... just let me say it was miserable xD) Here's a possible solution (which will have interesting balance effects.) Give constant buffs. Choose a certain level to start and a pattern at which to give them (the most generous I might agree to would be 4th level and every even level thereafter) Restrict them to spells of one level lower than the highest level a wizard of their character level can cast. So, for example, the 4th level monk might take Mage Armor, while the 4th level Fighter might take Expeditious Retreat or similar. Round per level buffs count as one level higher than normal for this purpose. Speed is already measured in feet Merlin. Determine the feet traveled in a round (a standard humanoid clocks in at 30 feet per round with a move action and 120 feet per round with the run action.) Take that, multiply by 10 to get your feet per minute (1200 feet per minute) and multiply that by 60 to get your feet per hour (72000 feet per hour) divide by 5,280 (feet per mile) and you find that the average humanoid runs a paltry 13.64 (rounded) miles per hour. Wouldn't the solution to the 'Holy Trinity' be as simple as adapting the game's intended playstyle to something a bit more along the lines of the way Pen and Paper parties are put together? In Pathfinder, for example, in-combat healing is generally a suboptimal approach, and literal tanking is almost impossible to enforce. Can you identify your youtube channel now so we can check it and make sure who the owner is and that they don't already have a hat-eating video? Granted that person 'could' make a hat-eating video later, but by pre-identifying it (whether or not that person actually is you) then we dramatically reduce the odds of cheating. LazarX wrote:
Blessed Book Writer wrote:
Just thought I should point out that 'God-Wizard' isn't a 'super-optimized build' it's a fairly straightforward playstyle. This approach is only so effective because of the power and versatility of the Wizard class's spellcasting. It's basic tactics. I could potentially see something like that working Dyraele. Sending in some assassin types to sew the seeds of chaos once the safety net comes down, taking out important leaders and such. It would make for a hell of a story, but it would need to be so difficult it's not worth doing for the evulz no matter how much someone might want to. (Also months would be too long, but weeks, up to one month, might be appropriate.) LazarX wrote:
It costs 3,000 gold. I've yet to see a wizard above a certain level NOT take it. Be prepared is the Wizard mantra.
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