mutonizer
Arcane
- Joined
- Sep 4, 2014
- Messages
- 1,041
Come on man, how can it not be bad.His suggestion there isn't bad because the Lore skill atm is fucking horrible.
I don't mind having some kind bonus xp gain when you fully discover/lore reveal a mob category (though some alternative bonus might be better, accuracy, DT bypass, resist boost, etc), I mean, why not right? But pretending to be answering a demand for combat xp this way is obviously flawed before it's even implemented. Humanoids and other special characters don't have lore entries so any non "monster type" encounter will still fall in the same issue he's pretending to want to solve, and combat focused groups without lore skill won't get xp (or slower), which doesn't make any sense.
Look, it's simple, the game mechanics as they are currently uses experience points as a representation of how "experienced" a given character is at combat, with a very little bit about how experienced he is at adventuring (with just a couple odd skills thrown in there because..reasons).
- 90% (arbitrary number for effect) of the game mechanics is about nothing but combat.
- All spells are about combat and there is apparently no plan to have any utility spells/talents/abilities whatsoever later on.
- Likewise, itemization is almost entirely based around combat, with just a couple trinkets here and there for dialog based encounters (rope & grapple, etc).
- The current stealth mechanics are designed especially to prevent any alternative form of progression.
- The only non combat mechanic (reputation?) is completely disconnected from character development via experience points.
- the entire resting system is only centered around combat as well and there doesn't seem to be any (or very little) time based story progression which could make it an interesting mechanic outside of combat.
How, with this in place, can anyone justify in any way shape or form not having simple, non overwhelming, combat xp system in place. The entire game is ready for it, it's designed for it...
Now, I don't really care about combat xp per se, as long as the game is designed to offer a credible alternative. If they had plans for an interesting character development process that did not only involve combat related stuff, then it'd be fine: Award xp on quest resolution only (combat or social based), and let players develop their PCs either way (again, combat or social). But that's not what we got here, so yea, it's a problem and it's for sure not gonna be solved by taking two useless mechanics and merging them together.