7/14/2023 0 Comments 5e pillars of eternity races![]() On a tabletop level I'm more happy to just drop stats altogether for the most part. "All stats are useful to all clases, to some degree" is a great goal, but can't be easily done without rethinking a whole system. ![]() The wizard has +1 accuracy on it for every point of Perception.Īnd the AoE on it will be bigger by 10% for each point of Intellect, and if there's any negative effects (like stunning) they'll increase by 5%.įigure out all that on a computer is really easy - just a series of quick multiplications - but it's very time consuming on a table. The wizard casts it fighter by 3% for every point of Dexterity. In Pillars when a wizard casts Crackling Bolt:įirst you add 3% damage for every point of Might above 10. In DnD when you cast lightning bolt, in 5e the target makes a Dex save and you do damage to things along that line. It's a really cool system - but it's also an example of the kind of thing that works much easier on a PC than a computer. The idea is good, but it's something that needs to be setting specific. On a simpler level, 5e's advantage/disadvantage already has buffs cancelling each other out like this. It's hard to easily implement buffs like this in tabletop - "too many conditions/zones applied" is a legitimate complaint in high-level 4e combat. The passive/active split is purely a video-game thing - active skills are essentially for crafting and sleight of hand and similar, while passive skills are used in conversations. ![]() I feel like DnD already has this somewhat with the past two editions, as well as similar games like 13th Age and SotDL having equal skills for all classes. For tabletop, that kind of attrition may be desirable with a GM moving things forwards. And it's again an artefact of being on the computer here - with no GM to force urgency, the players can take as long as they like to do things, so making things per encounter just cuts out the middleman of resting. It works for people that like that level of bookkeeping, but I don't think that's the audience DnD is currently chasing. The exception is things like the cipher abilities - these are really hard to do in the same way on tabletop - take a look at Exalted for an instance. imagine if a battlemaster fighter could trade two superiority dice for an extra action surge. ![]() The only difference is that the resources are move-neutral - e.g. On a computer, this is functionally equivalent to 'per rest' or 'per encounter' abilities which DnD has on a class basis already. So with regards to each of the things you mentioned: However, what works in a video game that can do calculations for you doesn't necessarily work in a tabletop game where calculations are manual. With a side of GUMSHOE for investigation. Interestingly, his own vision of a Pillars tabletop RPG is actually heavily Burning Wheel and Ars Magica based. Josh Sawyer (lead developer) definitely knew what lessons to take away. I like Pillars of Eternity a lot and PoE2 definitely takes a lot of lessons from DnD and knows that it's important to make each class interesting. ![]()
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