Visit our sponsors! (or click here and disable ads)
Project Eternity Kickstarter Update #39: Classes, Cooldowns, Attacks, Damage vs. Armor, and Tilesets
Development Info - posted by Crooked Bee on Wed 23 January 2013, 06:15:09Tags: J.E. Sawyer; Obsidian Entertainment; Pillars of Eternity
Obsidian's Josh Sawyer offers a new Project Eternity development update, which is mostly a mechanics update this time. Have a snippet:
We've previously discussed the design of our "core four" classes: fighter, priest, rogue, and wizard. The non-core classes are the other seven: barbarian, paladin, ranger, druid, monk, chanter, and cipher. Like the core four classes, the non-core classes all start the game with two active or modal abilities and one passive ability.
When it comes to the balance of active/modal and passive options, the classes generally reflect their D&D counterparts, with spellcasters having more active use abilities and weapon-based classes being oriented toward more passive or modal abilities. Even so, it will be possible to push a spellcaster toward more passive talents and to optionally buy more active/modal abilities for traditionally low-maintenance characters. While all classes will have many more abilities as they advance, here are some basic elements for each of the seven classes.
- Barbarians can use Wild Sprint a limited number of times per day, allowing them to rapidly rush across the battlefield to a distant target while ignoring hazards along the way.
- Paladins have limited healing capabilities, but their Revive command allows them to instantly snap an unconscious ally awake with a large Stamina boost.
- Rangers' animal companions are so closely bonded to their masters that they share Stamina and Health pools, which can be both a blessing and a curse.
- Druids can Shapeshift into animal forms, gaining natural -- and some supernatural -- abilities associated with those creatures.
- Monks absorb a portion of incoming damage and convert it into a Wounds resource they can use to power their soul-based abilities (such as Stunning Blows) through any weapons they use, including unarmed strikes.
- Chanters begin the game with a number of phrases they can arrange to form songs with different effects. Aefyllath Ues Mith Fyr is a phrase that causes allies' weapons to emit magical flames.
- Cipher powers often gain intensity as they maintain focus. Their basic Mind Jab starts as a minor irritant but can build to inflict devastating damage.
Early on, some folks asked about cooldowns and both Tim and I agreed that we weren't opposed to using them in some form if it made sense for our mechanics. To be more explicit about it, the only way in which we are currently using anything cooldown-like is for per-encounter and per-rest abilities. Per-encounter abilities can be used a number of times in an encounter and are then disabled until combat ends. Per-rest abilities can be used a number of times after resting before you must rest to recover them. We've previously discussed grimoire-switching for wizards possibly invoking a cooldown. It's more likely that grimoire-switching will be limited through the inventory system and not by a cooldown.
We also have modal abilities that can be turned on and off at will, with some abilities being exclusive to others, meaning you can only have one active at a time.
The update goes on to talk about attack resolution, damage type vs. armor type, and the trials and tribulations of building dungeon tilesets. Read it in full here.