![]() Once we started envisioning the thematic successor to Planescape: Torment, Adam Heine (the Design Lead) and I were working on a number of ideas for the setting. Q:What drew the team to create a spiritual sequel to Planescape: Torment in the Numenera setting? That said, I think we’ve done a good job of maintaining the freedom to play how you want. The Numenera tabletop system is a brilliant tool for improvised storytelling with a clever GM and engaged players, but that openness and reliance on mediation made it a bit harder to fit into the more rigid confines of a CRPG system. ![]() You may not be the most effective warrior, but you’ll be well-balanced across multiple situations. This lets you talk your way through most situations, but fall back on a trusty weapon when that fails. Alternately, you can be an intellectual warrior by combining the Glaive Type and the Brandishes a Silver Tongue Focus. This allows you to be a heavily armed esotery wielder, but might limit your damage output. If you want to build a cleric-like tank, you can choose to be a Nano with healing and support abilities and take the Masters Defence Focus. ![]() Spending a turn inflicting a fettle (our word for status effects) pays off when the Jack executes one of their weapon attacks on the next round and gains bonuses to damage or additional effects.Īnother important facet of our character option designs was to provide multiple strategies for " class="general_link" rel="nofollow" target="_blank" >Crises by combining a relatively small number of abilities in interesting ways. Many Jack attacks gain bonuses if the target is already debuffed in some way, so the Jack also has access to esotery abilities that confer statuses like Dazed at a relatively low cost. This led us to developing a set-up/execution pattern for the abilities we designed. For example, when designing the Jack we decided that the most interesting aspect of the Type was the way in which it combined magic-like esoteries and more mundane features. One of the trickiest systems design jobs we had was maintaining the feel of the character Types (analogous to classes in other systems) and Foci from the book while providing a little more structured set of abilities and bonuses. The Numenera tabletop rules provide an imaginative set of character options that let role-players build a character capable of pretty much anything. How did you go about choosing what options you would make use of for the game? How did you go about finding a good balance for these options? Q:The Numenera setting provides for all kinds of different options for player characters as well as adversaries. Hi, thanks for taking the time to answer some of our questions about Torment: Tides of Numenera. Many thanks to those who answered our questions, who are: We had the opportunity to ask the developers of Torment: Tides of Numenera a few questions about the upcoming RPG title.
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