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Pool of Radiance:RoMD Info

Discussion in 'Game/SP News & Comments' started by NewsPro, Sep 22, 2000.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


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    (Originally posted by Nazgul)

    From Jon Kromrey, Producer, SSI/Mattel Interactive

    Are there any places to store extra equipment ala some kind of vault:
    No. Myth Drannor is rampant with monsters and after a character leaves something on the ground and then leaves a level it will be gone. Sometimes Nottle the scavenger will have some of the lost items.

    How many diff magic items will there be:
    Tons.

    How are familiars being handled or is it even IN PoR2:
    Familiars were added to the 3rd Edition rules after we had closed the design portion of the game. It's something we would have liked to have done, but basically didn't have the time or resources to do it as well as we would have liked.

    Are there going to be the same boring types of armor or are you going to add all the diff armor in the 3e players handbook:
    There are different armor types, but not as many as they have in the PHB.

    Any change of weather? Light rain? Fog? flash of lightning? Sound of thunder? A down pour:
    It was after we had selected Myth Drannor as the setting that this question came up. After looking through the RoMD boxed set we found that the spell Mythal that surrounds Myth Drannor has a variety of powers... among which is maintaining a pleasant environment in the city. We have a night/day cycle in the game in which the undead are more active during the night.

    Any magical energy weapons? And if so will you show the magical weapon's special feature on the sword/weapon:
    Each weapon in the game has a description if you right-click on it (for magic items after you identify them). Some of the unique-powered weapons in the game have a very specific look (like the Mountain Fist).

    Any plot twists or surprises? Or just a dull go in and kill all the monsters:
    Lots of plot twists and surprises, making alliances and breaking them. Many of the quests don't need to be met to finish the game, and you can go back after finishing the game and complete the side-quests and find out new information from the NPCs...
    Why no wizards? You just want to introduce the sorcerer class and thought people would get mixed up with a wizard? (I am a mage lover)
    We liked wizards but the sorcerer's ability to choose spells similarly to Clerics we went with the flow. Also, having the Wizard as a separate class in addition to Sorcerers would have meant implementing memorization rules for only one class out of 10.

    Any prestige classes:
    At the time prestige classes were mentioned in drafts of the DMG we were already 16 months into development.

    How heavy are you play testing? How are you handling the balancing issue:
    Very heavily with as many testers as we can get. We want the game to play easily from the beginning on and provide a lot of fun for anyone who plays. We're also getting into the thick of it with testing the random dungeons. Yippee!
     
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