![]() ![]()
![]() Kemedo wrote:
Nice catch, it was starting to sound like you'd be able to make something similar with Fighter/Cleric and deity reputation martial perks, that's why I was wondering. ![]()
![]() Hardin Steele wrote: I would agree that any role that is mechanically excluded from reaching a specific attribute number (thereby hitting a "closed gate") would be at a disadvantage for a specific function. Still that would be a choice made by the player as they choose a career path and role. But, we do need to know what is required in stats, attributes and skill/role choices so we don't begin training up a dead-end career path. Experience is too expensive to gain to waste thousands of XPs on a non-functional skill tree selection. I think what he was getting at is that Evil Settlements can't produce Lawful Good Paladins, so it's not a choice for their members' career paths. ![]()
![]() I think the easy fix for log-outs is giving a countdown based on your stacks of "Being Observed." Every stack adding a few seconds so you won't make progress logging out unless the observation ends.
As long as there's prep work to setting up an assassination I don't think this will be abused. ![]()
![]() Kobold Cleaver wrote:
Do you know who else has Animate Dead and is any alignment? Sorcerers and Wizards. So, if poison was RAW evil, would it have changed the ninja's alignment? ![]()
![]() Kobold Cleaver wrote:
Let's ignore the straw man fallacy for a moment. Having Animate Dead still hasn't made Clerics "any non-good," and that's RAW evil. Correct? So, if poison was RAW evil, would it have changed the ninja's alignment? ![]()
![]() Kemedo wrote:
Good threads. The second references it as a legacy rule because it was RAW evil in 1ed through 3.5ed (Book of Exalted deeds), which is why I've never had a Pathfinder DM allow it.I wasn't opposed to the idea, just the amusingly backwards logic that an any-alignment class should be a metric for determining something about a specific alignment. ![]()
![]() Kobold Cleaver wrote:
Yeah, you're right. A neutral cleric could worship and evil god and cast it The point stands that being able to do something doesn't mean it's accepted by your alignment. ![]()
![]() Kobold Cleaver wrote:
I believe all Clerics can use Raise Dead, but it's still considered an evil act. I'm still for poisons being included, but maybe the type you use should have an alignment impact or training restrictions. If they ever add the Witch class (which I hope they do, as it's a fav), they have a level 1 spell called Gift. Gift compels someone to consume something you hand to them, which is often a delivery mechanism for poisoned apples, etc. I could see you equipping the spell and then attaching an item to it. ![]()
![]() Nihimon wrote:
I'm cautiously hopeful that Paladin will only have a Lawful requirement, with Good/Neutral/Evil flavors. (which would make it a parallel to Barbarian) I really wouldn't want them to spend time developing a role that is only available to such a specific subset. ![]()
![]() Bitter Thorn wrote:
One of the earlier dev posts indicated that raising rep with one deity would lower what you had built with any others. I'm intrigued that deities will offer things to martial roles too. ![]()
![]() Lam wrote:
According to another thread, it's sounding like your deity will only have two domains, and domains can be equipped in feat slots. (Correct me if I'm wrong) ![]()
![]() It's rather disappointing that in this one role you'll be constrained even beyond your alignment. It feels very contrary to most of the freedom the rest of the game offers. So alignment will impact your deity decision, which in turn will limit your domains? Are these all one-time decisions? If that's the case, I hope the domain options per deity are more flexible than in pen & paper. (ex. you can have any domain that doesn't conflict with your deity's ideals, instead of only ones they specifically support) ![]()
![]() Harbinger of Chaos wrote:
I think it would add a lot of animation work to make each swing reflect every possible alignment combination, per race/gender. What might be viable is having a different fighting stance for lawful vs neutral vs chaotic (reflecting how disciplined you are as a combatant). From my limited understanding of how Unity blends animations, this wouldn't add as much overhead. Time to add this to ideascale? ![]()
![]() T7V Jazzlvraz wrote:
That's interesting, I figured learning the characters would be a harrowing experience. ![]()
![]() T7V Jazzlvraz wrote: I've met no one who thinks English is an easy language. Our habit of stealing loan-words from other languages, if nothing else, is enough to make people want to continue using their mother-tongues. Yeah... I would only consider romance languages easy to learn, as they follow their patterns more closely. Actually never heard the word "gownsman" before today. ![]()
![]() Nihimon wrote: One thing I hope they do with "Beasties" is avoid having the same beasts appear over and over at different power levels. Nothing has ever been so disappointing to me in an MMO as zoning into the Plane of Justice(?) and seeing level 52 rats. LOTRO has a really bad habit of putting boars in every zone at every level. This goes a long way towards destroying the feeling that you're actually advancing and getting more powerful. Funniest part of entering the Burning Crusades content in WoW: Oh, these are "hell" boars... ![]()
![]() Interesting thread, in Final Fantasy XI (the first MMO they made), Rangers were always ahead in damage, with the justification being that the player-crafted ammo was so expensive that it was justified.
What the devs did get frustrated about was the fact that most Rangers would stand in melee range and only use dagger auto-attacks until they had built enough TP to do a finishing move with their bow/crossbow/etc (TP being similar to a Warrior's Rage in many MMO's, except every martial class used it). Their solution was to make the damage vary by distance, so there was a sweat spot you had to stand in to be effective. It was a rather ugly solution though, because there was nothing in the GUI that indicated you were standing the correct distance, and add-ons for the game were strictly illegal in the Terms of Use. I'm not suggesting that this was the right solution, but I could see an accuracy debuff while moving making sense (something you could diminish by investing in to archery). Line of Sight would be a start, but in a lot of AAA MMO's you can strafe at full-speed and fire at someone chasing you without much difficulty even with that in place. |