Abra Lopati

Northlander's page

22 posts (376 including aliases). No reviews. No lists. No wishlists. 8 aliases.



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Male Human (Taldan) Sorcerer 3 | HP 18/18 | AC 12/16 (+2 dex, +4 MA) | F +2 / R +3 / W +3 | Init +2 | Perc +1
Yazi wrote:
Yeah, people don't usually dodge heals :3

Unless you are undead in which case it's actually a melee touch attack. At least the cure spells are. :)


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Male Human (Taldan) Sorcerer 3 | HP 18/18 | AC 12/16 (+2 dex, +4 MA) | F +2 / R +3 / W +3 | Init +2 | Perc +1

Yeppers. That is actually not even a spell. It's spell-like ability from the bloodline which is why I didn't use the normal spellcasting words, and like others said, it's a ranged touch attack.

Spells and effects that specify ranged or melee touch require attack roll using dex and str respectively.


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I'm someone who had never even heard about pathfinder before someone mentioned Pathfinder online at Neverwinter forums. However I've plenty of experience with MMOs and their predecessors MUDs and I find the approach that Goblinworks is taking intriguing and very risky.

Now I freely admit I'm more of a themepark player since sandboxes tend to be mindnumbingly dull. At worst they are "kill anything that moves in an environment void of any real focus" while at best they can be... well, I suppose more like single player games such as Skyrim - and even Skyrim has story.

It looks to me like Pathfinder Online aims to be a niche game. Niche games are not bad. They won't be hugely popular but they have very faithful fanbase, assuming developers actually respect their fanbase. Keeping the fans satisfied is going to be a monumental undertaking because everyone has their own vision of the world. Certainly it would help if the source for the game was not an environment where only imagination is the limit.

As a stranger to the setting and rules my concern is more related to the game itself: Will this be the type of sandbox MMO where mobs loiter around in massive groups without no apparent purpose and where players end up forming small secular elitist groups that don't talk with anyone else, or will it be something where the world mimics better real life, where it is easy to travel from one spot to another, and where the world itself supports interaction between players by focusing on "hotspots" (i.e. towns)? I like to give Skyrim as an example because it attempts to do something like this even if it is a single player game.