ScrotumBroth
Arcane
- Joined
- May 13, 2018
- Messages
- 1,292
What I really want is a fucking "Restock" button, so I don't have to manually buy exact number of supplies missing.
also, as a connoisseur of loading screens, i greatly appreciate the fact that there are like a dozen bounty-giving npcs all over the world and some can be found in their own specific houses
it boosts muh immershun a lot
What I really want is a fucking "Restock" button, so I don't have to manually buy exact number of supplies missing.
Buying supplies is a red flag because it adds unnecessary tedious and repetitive micromanagement every time you dock.
Some Pillars TTRPG Answers
I received some feedback on the Pillars of Eternity tabletop rules that we sent out a few weeks ago and I wanted to address it for the benefit of others who may be interested. I won’t quote the person verbatim, but I will post what I hope is essentially in the spirit of their questions/concerns:
#1) The phased initiative system may increase tactical possibilities, but it will take longer to go through a round of combat.
I don’t think it will take longer. The reason for dividing the combat round into Immediate / Move / Act is to reduce the downtime between a single player’s participation and to more strictly segment the action economy. We (and you, eventually) need to test it, but the goal is to keep players more engaged and focused, ultimately making combat quicker and more enjoyable while retaining tactical depth.
#2) Why mark characters who change hexes during the Move phase? It seems overly complicated and really, what does it accomplish?
Slower characters move before faster characters in sequence, but the faster characters (moving “later”) are able to move through and/or Bump any character who has moved in the phase. The idea is that everyone who moves around in the Move phase is rushing for positions, but the faster characters (again, moving “later”) always have the final pick of where they end up.
A character who does not move or has not moved at the time another character is moving cannot be moved through or Bumped. Characters who have not moved are easily identified by the lack of a marker.
At the end of the Move phase, all markers are pulled.
#3) Have you considered the impact on modifiers that come from the bell curve produced by 2d10?
Yes. I chose 2d10 specifically because its distribution looks like this:
In my experience, the flat distribution of a d20 (or a d10 or d12, for that matter) means that target difficulties set at regular intervals generally depend more on the die roll than bonuses, especially if the bonus ranges tend to be marginal compared to the die range. And when the bonus ranges extend beyond the die range, the result of the roll is often a foregone conclusion (when compared to static difficulty targets, anyway).
Cf. the ability and casting rolls in Ars Magica. They use a single d10 + characteristic + ability or d10 + Stamina + Form + Technique. Abilities advance at 1/5th rate compared to Arts in AM5. Also, all abilities and Arts progress on a triangular scale, meaning that even if abilities and Arts advanced at the same rate, the fact that you add two Arts to the casting roll usually guarantees a higher total because XP is spent more efficiently across two things on a triangular scale.
The result of all of this is that with ability Ease Factors increasing by 3, the die roll typically has more of an impact on success than how much a character has invested in the skill. Because stressed die rolls “explode” (roll a d10 again) it’s actually not hard to hit even pretty high Ease Factors. Compare this to casting rolls in Ars Magica, where – barring a botch – the chance of success is usually easy to predict and the only question is how much Penetration is going to be generated.
I want the common check die rolls to have a predictable middle that allows for high and low die values even if they’re rare. I want high target difficulties to be hard to achieve through the die roll, meaning that they depend more heavily on the bonuses being generated. I believe that 2d10 will do a better job of this than d10, d20, or d100.
#4) Have you considered a d100 range?
Yes, but I’ve both run games using a d100 range (Call of Cthulhu, Stormbringer) and created my own homebrew system that was d100-based. CoC isn’t a particularly tactical game, but my homebrew system was. Having to do addition and subtraction on a d100 roll made things much slower than any other basic die mechanic I’ve used.
I understand WFRP uses d100. That’s fine for them. 4th Edition is coming out in a month and it also uses d100. d100 does not accomplish what I want the core die mechanic to accomplish for this game. Sorry.
Having to do addition and subtraction on a d100 roll made things much slower than any other basic die mechanic I’ve used.
It would have been cool like a mercenary/bounty hunters guild/island with competition you rise in ranks and fame and last bounty is against another best bounty hunting party whateverBut yeah, it should have been 1-2 bounty dispensers and mobs all on the map from the start. The way it works right now just adds pointless busywork.
well 2 wordsmaia
I did not test Maia much, but I did give her the Frost bow that shoots 3-4 projectiles and she did good work. I did not realize she gained interruption, which sounds pretty damn good. Once the difficulty is fixed, I may run a party with her and Teheku.Anyway, anybody else noticed that Maia is arguably the only companion in both games that can potentially outperform custom adventurers?
She actually has a decent attribute spread (Might 14 , Dex 15, Per 17 is solid for ranged damage dealer), her unique subclass is fucking amazing (extra range on all the guns and the guns can cause interruption) and she's got a damn nice unique armor(reduces reload time).
Not that I'm complaining but I kind of wonder what's up with that, given storyline companions are usually awfully optimized.
can someone confirm what dragonul is sayin ? that combat is easy ?
surely this can't be true
That 360p aesthetic. I don't think he's saying combat is easy, but that he's using the same tactic on each encounter. 2 Empowered Minoletta's, that bubble thing, etc. I was saying this is the case since the beta, PoE1 was like this as well, so nothing new.
everything is viable
(or putting tape over part of monitor that has empower button to not see it)