I maxed out my offence and defense in Maadoran, and later my CS as well, to say nothing of all the munchkin equipment you get starting in Maadoran. It's not about just wielding a sword.Ībsolutely, the combat builds are extremely unbalanced. With that said, I also agree with Scott that for combat oriented players you will end up with a *lot* of unused skill points.but even so, any warrior would still have other qualities. I tried playing a character without investing in lore and too much content was cut off. I noticed that streetwise and lore, for example, are very important no matter the character, so I invested wisely in them (when I could). I don't think it's difficult to realise which skills we should be reserving points for. Whilst I agree completely, I was still hoarding skill points on my first 2 playthroughs - and I only finally started playing AoD last week. The game shouldn't be balanced around spergs like us who've sunk over a hundred hours into the game. We know the game inside-and-out, of course we'll know what to invest in and when to get the most content we can in a playthrough. To kill Al Sahir you dont have to be combat oriented - just buy all liquid fire and powder bombs.Įxactly. Players who dont finish this game several times to know-how still have way to low SP points in my opinion. Think about it this way: Minor tweaks to function and form of the inventions of the 40 years surrounding 1900 would have dramatically reshaped everything we know, do and use today.You statment is wrong because of metagame knowledge existance. None of these things exist in Golarion, but the flavor of the Earth history that inspired DW has to be accounted for when dipping into that playground. It was a time of rapid, visible, tangible scientific discovery, the likes of which inspired Burroughs to write about civilization on Mars as much as it enabled Méliès to make Voyage to the Moon, much less imagine it. If we're tacking "punk" as a suffix to the world that birthed S&P, it's oil, but more broadly (and in my opinion, accurately) this is an era of groundbreaking awe-inspiring invention as opposed to the motifs of augmentation, scale, and efficiency that define so much of the steampunk aesthetic. People were already watching the very first movies. Marie Curie won the 1911 Nobel Prize for chemistry. The French already had a national air force. Steampunk, as popular and potentially fitting as it may be, is also a little behind scope-Burroughs' world was one that had seen the automobile and scooter. That means if you're considering a S&P item, it might be a good idea to instantly discard sci-fi, however tempting it may be. As DW roots itself in S&P, and Barsoom is arguably the foundation of the genre, I think it's extremely important to remember that the context of S&P is far, far more late Victorian/turn-of-the-century than sci-fi. In a lot of ways, the Sword-and-Planet genre predates science fiction as we know it, even though modern S&P is greatly informed by it.īut Burroughs' A Princess of Mars turned 100 years old this year. Which, I think, still applies just as much with DW in the canon. Since Distant Worlds dives head-first into Sword-and-Planet gameplay, I have a creeping fear that we'll see (or, more likely, the judges will see and dump into their reject pile) tons of things-lasers, space suits, rockets, plasma swords, whatever-that run afoul of this rule. Not to say that these items aren't cool, but being cool only gets you so far in RPG Superstar. Spider-Man's web-shooters technically don't exist, but they're plausible enough that someone could invent them, therefore wristbands of the striking webs aren't superstar (they also run into #9, the intellectual property violation). This goes for near-future or theoretically-possible technological items. It's not superstar to design a magical train, or a magical telephone, or magical cold medicine. By "inventing" a magic item that does exactly what a piece of modern technology does, you haven't really invented anything, you've just reskinned it.
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