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fallen_demon

Member Since 25 Apr 2004
Offline Last Active Mar 24 2006 07:36 PM

Posts I've Made

In Topic: Revised Celestials

08 November 2005 - 09:29 PM

no bad stuff for good?  atleast a 5% chance for something bad would have been appropriate.

Why? I don't see why good aligned gods should punish their high level and faithful servants...

Considering that a negative effect for an hla would interfere with a high level and faithful servant of an evil god, I don't see why evil gods should do so either.

In Topic: Spells a la Planescape

14 September 2005 - 07:47 PM

I know Galactygon is converting at least desert hell into Lost Crossroads, I think I heard him mention a few others, but I'm not sure.

In Topic: vampirism

17 August 2005 - 05:47 PM

But the pc can't die.

In Topic: After the End Fooling around

17 August 2005 - 05:45 PM

As much as I loved Torment, the idea of a <CHARNAME> that stays mortal continuing into the Planescape setting doesn't excite me, as it seems like one chooses not to ascend in order to stay on Toril. That seems to be the problem, I would love to be able to continue as the character and with the companions I've come to love, but their doesn't seem to be a satisfactory way to do so: lower the pc's level and it seems cheap, keep it and stay in the Forgotten Realms and everything becomes too easy, go to the outer planes and one questions why they didn't ascend in the first place. No-one wants to write all of the npc's, but they were such an intregal part of the origional game that it wouldn't feel like a continuation of the experience without your favorites.


That said, Domi's idea above could work well, except IMHO the whole [i] suddenly being picked off the street and being forced into being <CHARNAME>'s champion seems a little awkward. Maybe if you were raised as a follower of <CHARNAME> to become his/her champion (without knowing it) and there could be two endings, one were you accept and becomes <CHARNAME>'s incarnation in the material plane, or manage to escape (and face the high priest in a final boss battle) or something

In Topic: After the End Fooling around

31 July 2005 - 10:31 PM

\1) Level of adventure

I'd rather go for a 'plot element' and make the character start at a comfortable level 5, with a room to grow without having to invent the wheel and having plenty of room to grow.

Maybe a post-tob game couldn't work, but becoming a low level character after fighting through bg1,2 and tob wouldn't be very fun. w/o some sort of clever plot excuse. That said, it would take a lot to make a convincing level drop. It was bad enough in rtt, and that was only to level 12 enough.

2) Project scope.

One cannot embrace the unembraceable. So the priority goes to story line and adventures, rather than the new kits and items and NPCs.

I think the main problems with ate was that Silverose wanted do to much cool sounding stuff and didn't want to drop anything. But yeah, I agree with you about what the focus should have been.

3) NPCs

I would have dropped all of the old BioWARE NPCs, romances or no. How much could one write for the same character? So up to 10 new characters. No more than 10, though, because more would choke the development.

agreed. all of the npc's would have been cool, but I'd rather see a tc out with a couple then an idea for all of them.

Fixed quotes - SC