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Quite a bit of new info on the POR:RoMD site.

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

  1. NewsPro Gems: 30/31
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    (Originally posted by Nazgul)

    From Chuck Yager, Associate Producer, POR:ROMD

    Which Feats will be included in the game:
    The following Feats will be in the game:
    Blind Fighting Cleave Combat Casting
    Combat Reflexes Great Fortitude Improved Critical
    Improved Initiative Iron Will Lightning Reflexes
    Mobility Point Blank Shot Power Attack
    Precise Shot Run Skill Focus
    Spell Penetration Toughness

    Concerning Power Attacks:
    Power attack is split into two groups in the game. "Half" attack refers to using only half your base attack bonus figure to subtract from you chance to hit a foe and add that same amount to your damage. Using the "Full" option refers to subtracting your full amount of base attack bonus from your chance to hit and adding that number likewise to your damage.

    Skills we are supporting in the game:
    Concentration
    Disable/Disarm Device
    Heal
    Hide
    Move Silently
    Open Locks
    Search
    Spellcraft
    Spot
    As for Combat Abilities we have normal and full attacks obviously, the initiative actions Delay and Refocus, defensive actions if you choose not to attack, and class special abilities such as stunning attacks for monks, Smite Evil for paladins, and Turning Undead for clerics.
    I forgot in my earlier post to mention that we are supporting the Weapon Specilization feat for fighters. Sorry for that confusion there.
    AS for some of the reasoning behind the feats and skills we didn't choose...many of the remaining skills/feats dealt with propoerties that we either were not supporting (horse back riding, craft based skills, etc.) or were not originally designed for us in our game. We have since gone back to the drawing board and added a bunch of new special abilities for the paladin and monks, which if you recall were not originally in the plan for the game, and given the time and work we have left on Pool2 this is probably where we stand for now. Hope this clears some things up.

    We have heard the plaintive cry for more stuff on the site and have answered in kind (well not yet...but ver soon anyway!)
    We should have a bunch of new stuff up by Wednesday. It will include a new featured character, monster, and area of Myth Drannor, as well as a few new animations and screenshots, some wallpaper and music for download, and Fihnakis' very own screensaver (yeah!)

    We will also be posting some new stuff for 3rd Edition D&D on the site, including new pictures for the artist in all of us as how Pool of Radiance: Ruins of Myth Drannor wil be using the rules. Right now we'll be posting a list of classes (in case not all of you are familiar with what we offer by now) and soon to follow: spell lists with features screenshots, feats, skills, special treasures. etc.

    Jon / Chuck, what are the most enemies we will be fighting at one time:
    There is not an easy question to give an accurate answer to. If you wanted an average for that much screen real estate I would say around 12-16, but it could be much more. If you look at the screen shots showing the initiative bar at the top, the game will allow for 13 entries; that would mean one enemy initiative marker between each PC marker, and one on each end. Each marker however can stand for multiple enemies in a combat if thier initiatives are close to each other. Therefore, I would say you are probably pretty close to the number of foes one might face at one time. I was just playing the other day and had about 10 foes on one screen, with four more spellcasters one screen over pummeling me with disintegrates, fireballs, and slow spells. Pretty harsh indeed.

    Any possible way we could get a spell list of all the spells in the game:
    I'd love to but then that would spoil all of the fun! No, but seriously, we are still working out the final list and seeing what we can squeeze into the game to add to its magical might. Soon, though...very soon.

    Some questions that were missed were: "Will Counterspells be implimented? If so, how will it be done:
    Counterspells will not be implemented in the game as it presented a gameplay problem with a turn based system.
    How would you cast a counterspell if the round before the enemy already got his spell off:
    There is dispel magic however, which can be just as useful if prepared in advance.
    Which Skills will be implimented in the game, and how will this be done?
    Some things I'm thinking of are the Rogue skills, Spot checks, Concentration and Spellcraft checks etc.
    Which (if any) of the 3e Tactical combat features will be implimented? Aid Another? Attacking objects? Bull Rush? Disarm? Overrun? Trip:
    You will be able to defend, destroy objects in the enviornment, and heal others while in combat via the skill.
    The feats that were listed as in the game. Is that the full list or just a current list with more to come:
    There is some discussion over some feats not being in the game that seem to be easier to implement than some of the ones that are included.
    Just curious if the Drow encountered in the game will be in their own subteranean city or if they will just be in, say the elven sect dungeons:
    Whose to say that the elven section of the catacombs hasn't become a drow city of sorts....hhmmmmmmm.
     
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