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Scaala

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. I found the pylons at Bargha and Erika's tower rather puzzling. Both those places are supposed to be wild, hostile lands. Far beyond the edges of Avernite civilization. It felt kind of weird to have them connected to the magical superhighway.
  2. I've been wondering about this. In many fights, I'll use the second combat discipline to ensnare an enemy at some distance. Once hit, the game tells me the target has been ensnared. However, the very next time the creature acts, it charges multiple spaces and whacks a party member with melee. I know that ensnare does work sometimes because I see monsters get held up by it, but I find it only affects a creature's next move around half of the time. Maybe less. Are status effects checked for wearing off at the start of a creatures turn, thereby removing it before it can have any effect?
  3. If I remember right, healing was also lower in comparison to hit points back then. A character at his last HP might require two or three strong heal spells to get back to full. I wonder how different things would be if all HP in the game were doubled or tripled, while damage remained the same. (Referring to both party and monsters.)
  4. To me, most of the outdoor encounters in this game feel like ambushes. Your first contact is when they're right on top of you and you have no time to prepare for the fight. If the monsters are faster than you, it makes perfect sense that you're screwed. That's great when its supposed to be an ambush - but it's really puzzling the rest of the time, thematically speaking. You can see the enemy coming most of the time. It seems like the majority of fights would begin at least one full movement distance apart. I can understand if its difficult with the engine, but I'd wish for more variety, as well. I see how you can compensate for it with the warding spells - but that seems like a meta-game solution. I guess there isn't anything wrong with that, but it feels funky to me.
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