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Pillars of Eternity Tabletop RPG coming from Obsidian Entertainment
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<blockquote data-quote="Njall" data-source="post: 7708607" data-attributes="member: 54719"><p>The mechanics are, IMHO, really solid when it comes to combat, but the game isn't easily translated to PnP, since there's lots of moving parts and fiddly bits; for example, there aren't "rounds" proper in PoE: after an attack, you trigger a "recovery time", which is mainly dependent on armor worn and dexterity.</p><p>When recovery ends, you start attacking, and, as soon as the attack lands, after another delay called "attack time", which depends on attack speed and, again, dexterity, the game resolves the attack. Also, attacks in PoE can either deal full damage, half damage, no damage or 150% damage depending on your attack roll vs. the defense rating of your opponent. </p><p></p><p>The game also features armor as damage reduction and DR varies by damage type, so, for example, a suit of plate armor offers better protection against slashing damage, but is weak against crushing and lightning damage, IIRC.</p><p>Also, there's a bunch of status effects which affect both "secondary" stats such as defenses and attributes, with cascading effects that a computer handles easily, but that'd be a pain in the ass to resolve in a tabletop game. </p><p></p><p>There's also an interrupt mechanic that would prove really helpful in further slowing combat resolution down to a crawl. </p><p></p><p>I generally prefer crunchy games, and really liked the CRPG, but I wouldn't touch a direct port of PoE's combat to a TTRPG with the proverbial 10 ft pole.</p><p></p><p></p><p>Conversely, the game is pretty light in the skills department, as it only features 5 skills ( athletics, stealth, survival, lore and mechanics ); there's plenty for the CRPG, but I'm not sure they're enough to cover most situations in a tabletop campaign. </p><p></p><p>The game would have to be overhauled and rebalanced so much that you'd be better off redesigning it from scratch rather than adapting it, IMHO.</p></blockquote><p></p>
[QUOTE="Njall, post: 7708607, member: 54719"] The mechanics are, IMHO, really solid when it comes to combat, but the game isn't easily translated to PnP, since there's lots of moving parts and fiddly bits; for example, there aren't "rounds" proper in PoE: after an attack, you trigger a "recovery time", which is mainly dependent on armor worn and dexterity. When recovery ends, you start attacking, and, as soon as the attack lands, after another delay called "attack time", which depends on attack speed and, again, dexterity, the game resolves the attack. Also, attacks in PoE can either deal full damage, half damage, no damage or 150% damage depending on your attack roll vs. the defense rating of your opponent. The game also features armor as damage reduction and DR varies by damage type, so, for example, a suit of plate armor offers better protection against slashing damage, but is weak against crushing and lightning damage, IIRC. Also, there's a bunch of status effects which affect both "secondary" stats such as defenses and attributes, with cascading effects that a computer handles easily, but that'd be a pain in the ass to resolve in a tabletop game. There's also an interrupt mechanic that would prove really helpful in further slowing combat resolution down to a crawl. I generally prefer crunchy games, and really liked the CRPG, but I wouldn't touch a direct port of PoE's combat to a TTRPG with the proverbial 10 ft pole. Conversely, the game is pretty light in the skills department, as it only features 5 skills ( athletics, stealth, survival, lore and mechanics ); there's plenty for the CRPG, but I'm not sure they're enough to cover most situations in a tabletop campaign. The game would have to be overhauled and rebalanced so much that you'd be better off redesigning it from scratch rather than adapting it, IMHO. [/QUOTE]
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