Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
The original pen and paper version of Wrath of the Righteous featured mythic powers, optional fights with Baphomet, etc. The stats won't be the same, but the general feel of epicness would be.
If anything, I've read that the original adventure path was too easy because the mythic powers are wildly unbalanced.
It is. Do not let the statement confuse you. AP 73-78 are built with Pathfinder Mythic Adventures in mind.
https://ibb.co/xmMxcys - source: The Worldwound Incursion
Plenty of other mentions here and there in the books about Wrath of the Righteous
So citing "oh the AP too was Mythic"... really doesn't bring a single thing to the table.
The defense that you *need* inflated monster because there isn't a DM controlling them is bogus too. No other RPG, not even those with epic scale levels, needed to do that at this level, and you do *not* need out of mind monsters at low level to have a tactical challenge.
An example? Temple of Elemental Evil.
Or if you need something more recent: Solasta. That's a game that all the munchkin imbeciles that cater to this game would find far harder since tactical acumen is more important than reading "oh to be powerful do this and this and take this".
So, honestly, i am more and more convinced that inflating numbers can be explained in only two ways:
1)Inexperienced player/DM thought "hey, more numbers mean more epicness! it's cool! KABOOOM BOOM BOOM!
2)Laziness. Pure and simple laziness on design part.
2. Adjust strength of enemies, keeping in mind the point buy, 6 member party, AND THAT IT IS A VIDEO GAME
I use moderately weaker enemies. It fits my skill level and I do not munchkin at all- no more than 2 classes, no 1 level dips, no build guides.
EDIT: Keep in mind that Owlcat basically used pathfinder rules and templates to make the enemies stronger. They just did so in the way of a demented DM. This does not mean that all that they did is wrong or that base enemy stats are appropriate here. But since we're self DMing, only you can determine the correct strength of the enemies you face.
That seems like the only solution, another person gave a similar advice.
I am doing my second run at full core difficulty, right now i am into chapter 4, and i am trying,at least have the intention, of playing the full game without ever touching the dififculty.
Also here in PC WotR you have to fight many more "encounters" between rests than in PnP, so unless you go super builds I do find the monster stats inflatated.
I have for now settled on mainly Core dif, but taken monster strenght one step down, but kept more enemies. More enemies is how a real GM sholud scale more players, not take monsters AC, ST etc out of the ballpark.
Anyways, to each their own. I like it better here and others are welcome to play Unfair. I'd rather play the game/story than study builds.
Finally monster strength one down a Dretch seemed very similar to PnP, but have not compared others.
I can't even imagine how easy those could have been with PnP stats.
You can cite other games all you want.
It is QUITE obvious Owlcat is not willing/able to port ALL of Pathfinder's mechanics into their game.
E.g.:
-Taking cover/shooting against cover
-Monsters behaving according to their ecology
-Designing encounters by party CR
-Prohibitng nonsensical resting and backtracking
and many more mechanics and gameplay loops missings/omitted from Kingmkaer/WotR
If someone rebalanced WotR to use the same statblocks, lootables, player progression and mechanics as TT, playing would be miserable.
Your party would not be able to just rest often.
You WOULD NOT BE ABLE to save.
Live with your desicions and failures
Backtracking?, I don't think so
"Interestting" sidequests with nice loot? Have fun quarreling between players who gets the first +2 Headband
A LOT of the TT fun comes from (incharacter)banter between players.
You know, probably your friends? Or at least people you're comfortable around.
Like, what do people exspect when demanind "Where's my Pen & paper experience?"
This is a game you player by your loneosme against a dumb computer.
Just because WotR released like what, 20 days ago or something, does not mean everyone was able to put 60+ hours into the game.
I play with core to unfair combat settings but am rather bored by the tedium of having to run for scrolls and pots to take care of things every long rest so I turn that stuff on. I'll also admit to playing on the lowest setting for more than the first half of the game as a purist arcanist. Cuz face it, they stink until level 12 or so and after the 5th time everything up till there is a little played out.
The only setting I think they missed is getting rid of the demon's taint as a toggle. Once you've done taint a time or 2 there just taint enough time in the the day.
I wish! If only I had the time and skills to make such a mod, I'd love to play that kind of a Pathfinder campaign.
Or, better yet... I'd pay to play a campaign like that made by professionals.
The problem mainly lies with mythic being overrated as an ECL increase. Mythic abilities are so varied and narrow focused they aren’t equivalent to a 1 lvl increase. Overall, 1 character level is about the equivalent of 2-3 ranks mythic on your main pc and 3-4 ranks on followers. Where as I think Owlcat was balancing it the opposite where 2-3 lvls is the equivalent of 1 rank in mythic... which is definitely not the case.
Other than that the items and such are what you’d get for any pathfinder campaign. And factoring those into balance again is difficult.
And when balancing encounters in pathfinder you can’t just arbitrarily increase numbers on opponents. That’s bad DMing 101. You instead throw in more enemies, add enemy variety, throw on subtypes, etc. they could’ve created their own subtype “mythic” which brought inherent abilities and had some enemies stick out.