Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
On the other hand I really wouldn't mind to have the Inventor class available in the future. Love that steampunk mechanic theme of it to death.
It's also factual incorrect to state that RtwP games died out. As proven by Owlcat themselves. Or Black Geyser which recently left its Early Access period.
I haven't tried the Early Access. I avoid that and betas unless I'm being paid for testing or given other perks..
I guess they will not change their minds, but then, I also suspect, it's something you'll see mods on soon.
To thread topic: PF2E seems to move more toward "bounded accuracy" and I happen to like that. We have no idea what's next. Starfinder? They aren't married to Paizo, I don't think, but then that would probably upset people if they went to 5E, homebrew, or something else.
Guess we'll find out.
As far as it being worse for Owlcat yeah I'm sure the handful of people with Nostalga for infinity engine will whine but the numbers speak greater than any noise they could make. Turnbased sells RTWP can do okay but there is a limited amount of people who can tolerate that style anymore.
For me, few features I hate turn it into big no from me. Things like, the way shields work, Spell attack roll, way multiclassing works. (We stopped using shields for everybody, both DM and players always forgot to Raise it anyway)
As for TB selling better than RtwP... that oversimplifies the situation quite a bit. D:OS sold because of brand recognition. Larian already was like the "European Bioware" of old way before their kickstarter campaign for D:OS. Both studios were even created around the same time. The sales numbers likely would be similar even if the whole franchise stayed RtwP (such as earlier Divinity titles made by Larian in the past). It doesn't come as a surprise that their sales numbers would have been greater still if the games allowed for both RtwP and TB gameplay. As proven by PoE2 and WotR for instance.
RtwP doesn't really cater towards nostalgia any more than TB does. In fact, TB has a much longer history in video game development and as such an older fanbase. If anything, Larian catered specificly to this TB nostalgia with D:OS and BG3.
But if they did, I guess 2e turn based would be best as it would simplify things for them. And that means fewer things to screw up.
How would that interact with Owlcat's history of throwing in items with outrageous bonuses (items with +10 bonuses on various skills are common in their games)? Inflating monster stats to compensate?? Seems like it wouldn't work well, but who knows.
2E prohibits you from having overpowered items left and right (for example you can only have a limited number of + X to an ability, so if you get some + X to dex for example you can't wear an item with a + X to STR, and all magic items have to be toggled to work, and you have a limit to the number you can toggle each day), and CR actually matters (1 CR difference in P2E can be a big challenge). So messing with balance by bloating mob stats wouldn't be advised. The rules are very, very tight level wise (especially with DCs and checks that rely a lot on level and bonuses being limited with the trained/expert/master/legendary specs).
That said, it's actually better for a computer game since there are less crazy combo that can happen, it's a lot more controlled. And I'm not even talking about misses and crits (for those that played pillars of eternity, it's exactly the same system with miss/glanced/hit/crit thresholds, except it applies to everything, attacks, spells, skills, actions etc. with added mechanics to transform hits in to crits or glanced into miss etc.).
That said about options, the additional rulebooks added a lot, 2E is becoming more and more diverse, especially with unique archetypes and heritages.
The 2e crit implementation (successes & failures) increases outcome variance significantly. In general, that's bad for the players since enemies don't need to worry about surviving to face the next challenge. Doesn't matter if you have a million good rolls if the next bad one ends things.