RPGDot article on TRAITS in Lionheart up

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Saint_Proverbius
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RPGDot article on TRAITS in Lionheart up

Post by Saint_Proverbius »

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<b>Cabal</b> has informed me that <A href="http://rpgdot.com/">RPGDot</a> has posted <a href="http://www.rpgdot.com/index.php?hsactio ... 4">SPECIAL Article #4: Traits</a>, where they take a look at.. well.. Traits! You'll notice a few old favorites from <A href="http://interplay.com/fallout">Fallout</a>, as well as a few news ones just for <a href="http://lionheart.blackisle.com/">Lionheart</a>. Here's a taste:<blockquote>When SPECIAL was used for the various Fallout titles there were only Traits and any character selected from the same list when making a character. But in Lionheart there are four different races from which you can choose, each of which is viewed differently by the general population in the game. Because of this, we've created a new branch of traits called Racial Traits which are specific to the race you select for your character. So in Lionheart there are both the original Traits and the new Racial Traits for you to select at character creation. I'll cover Racial Traits in the second half of this installment after describing the generic Traits that any character can select.</blockquote>There's also more of this picture there:<div align="center"><a href="http://www.rpgdot.com/index.php?hsactio ... =414"><img src="/lionheart/screens/feralboobs.jpg" height="180" width="144"></a></div>Furry boobies! YAY!
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Post by Red »

Bwahaha, I was sure that picture was a joke you did S_P, only to follow the link and find the original.

It's sad, really...

On a somewhat more constructive note I noticed:
so you have a -10 to your critical chance

So the defenetly changed how criticals worked... I mean a -10% critical means no cirticals in Fallout...

So well, supposing they kept the same math, I sure hope they lowered the critical multiplyers, as otherwise there'll just be too many criticals.

Then again I wouldn't be surpised that there are a LOT of crticals in that game since they probably want to keep it "fast paced" so that "people don't get bored"... :|
Last edited by Red on Tue Sep 10, 2002 8:09 am, edited 3 times in total.
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Post by Section8 »

Obviously the alternate timeline and the dysjunction accelerated the invention of implants. Fake boobies = bad!
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Thunder Thunder Thunder Thunder Cats!
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Post by Dan »

articale wrote:Good Natured.
Your natural charm allowed you to get along with nearly everyone while growing up; you rarely got into fights and were able to take good care of yourself instead. Your combat skills start at a lower level, but Speech, Barter and healing rates are substantially improved. Speech gets a +10% bonus, Barter gets a +25% bonus, and your healing rate increases by 1. You also get a -6% modifier to starting melee combat skills (One-Handed, Two-handed and Unarmed). You cannot have both Nasty Disposition and Good Natured Traits. Feralkin and Demokin cannot take this trait.
I don't get it.
You gain 35% at all plus increased healing rate.
You lose 18% and only 6% precent from each combat skill.

It doesn't look like a balanced trait.
Considiring skills of 100%+ are considered very good, it seems you get a major boost to speech but the combat skills are almost not affected at all.
This probably means that the game has no traits for you to make charismatic charecters without combat skills.
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Post by Crow of Ill Omen »

It also might mean that the combat skills are more significant (having more impact on the game), so smaller modifiers have as big an effect.
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Post by TheReaper »

Looking good. Lionheart will be in my hands the day it hits the shelves. Nothing can change my view now!
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Post by Kotario »

Sadly enough, I will most likely pick up a copy, I'm sure I could rationalize this behavior.

That art... it burns my pretty eyes.

They seem to be doing a serious job adapting the SPECIAL system, even if quite a few areas seem redundant of Fallout.
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Post by Saint_Proverbius »

I have to agree with Dan. Good Natured in Lionheart just seems insanely powerful. -6% to three melee skills, 18%, versus +35% to passive skills.

This will probably be the Gifted trait for magic users. You get better healing, a huge bonus to barter, and speech - at the penalty of offensive you won't even use.
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Post by Section8 »

Good natured should nerf combat magic too. After all, a goody two shoes is more likely to have used their magical abilities to heal small furry critters than set them on fire.
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Post by Rosh »

How piss-poor this is. I guess it shows how poor of design with this, when what they are making looks more like a PERK than a Trait.
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Post by VasikkA »

Many of those example traits seem to be altering melee/unarmed skills at expense or for benefit of something else. I'd rather see more variety and some really weird traits. Arcanum is a good example.
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Post by 4too »

Will try again, edit failed on 1st reply. It's this funky ol' Mac and it's use or miss use of Netscape 4.7.

And I do wa/onder.....

This Babe Pic with the furry bits,
is a POP reference. This is a colateral feature of the SPECIAL
system. And I, for one, am certian that the SPECIAL system has trained me to see POP references in any moving shadow on any cave wall, or
forum. Seeing more with less is the herpes symplex of our culture. Drugs might help, or hinder, AND NEVER CURE.

And I do wa/onder.....

This pic is proof of the nirvanic
malfeasance of Roger Rabbit and the beautimuus Veronica (?).

This daughter of 'TOONLAND is perpetuating her mom's exploitation of being "good" while being "drawn bad".

It's certian that other SPECIAL traditions will be predicated on the public. Such as the software bugs that create the game in the game that highlights
any Windoze Platform con-cock-tion.

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