One thing I'd like to mention: It would be great if you could restrict the party size to eg. 4 to allow 2 NPCs to join the party for quests etc.I guess that for a given adventure, the module designer should specify the maximum party size so that difficulty is not thrown widely out of kilter.
Not yet, there's just too much programming to do right now for me to think about the story. Also, since it will allow modules, I'll probably do several smaller adventures rather than a single big one. No doubt, some of them will involve evil cults with human sacrifices and horrifying villains... Something like the picture below maybe, can you guess where it comes from?Have you been working on the story/background for the next adventure?
Exactly, I also feel that way about Dagolar in Dark Sun Shattered Lands (and generally all templars in the Dark Sun setting) and Irenicus in Baldur's Gate 2.I really hated Kessa, which made her downfall all the more enjoyable!
Demiath wrote:Interesting interview. I particularly liked how you handled the Codex's standard complaint ("it's not an RPG if the player's own skills are used") by first making a distinction between intellectual and physical abilities and then utilizing a tabletop analogy to support your argument.
VentilatorOfDoom wrote:Demiath wrote:Interesting interview. I particularly liked how you handled the Codex's standard complaint ("it's not an RPG if the player's own skills are used") by first making a distinction between intellectual and physical abilities and then utilizing a tabletop analogy to support your argument.
I disagree though. I just played Drakensang: The River of Time, which is much better than the first one, and this game does it exactly right. The char system is great and all skills are useful, a quest might have different solutions or approaches and the skills of the characters get used to determine the outcome. Didn't invest enough in Persuade/Haggle/Seduce or whatever- you'll most likely fail your roll. If you always let the player decide what he wants to choose, the character skills become meaningless and you might as well remove them completely, as KotC did. Removing the meaning of a whole part of the character building - a step in the right direction? I don't think so.
It may well work in Drakensang: The River of Time, but I don't think it would work well in KotC 2. Surely if these skills are important in the game (as much as other elements like healing magic or melee firepower), you're going to have one character in your party that has most of the skills. For all the other characters, the skills will be irrelevant; in fact, it will be annoying having to choose skills for them at level up. That's why in AD&D, only the thief had skills and skill points, the other classes had none.Didn't invest enough in Persuade/Haggle/Seduce or whatever- you'll most likely fail your roll.
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