Post by Badwater on May 13, 2011 11:25:21 GMT -5
There's a few things you should probably be aware of that will be going on in Talus 2. These are things that are already happening or will for certain be incorporated.
Where I can, and where it is appropriate, I'm working on quests and quest ideas that can cater to both alignment spectrums. That means that if your evil character is recruited for a good quest, then it's likely there is an evil component or choice involved at some point. If I have an evil quest that no good character is going to do, or vice-versa, then that quest won't even show up in conversation. So if you're thinking that there's no way in the nine hells your assassin is going to help this goody-two-shoes healer, then of course you can decline...or you can see what mischief is afoot.
I am making greater use of xp rewards for opening locks and disarming traps. It won't be every lock or trap but it will be there. You're also going to see more alignment rewards or adjustments. If you're picking locks then you may see chaotic points awarded for that. If you're doing something and ask for a key instead of picking or bashing something, then there may be lawful points awarded.
This brings up the need to be careful about who you're in party with. If your monk is stupid enough to be in cahoots with lockpickers then she pays the consequences. I personally don't think your paladin should have any rogue levels. I think that if your paladin is picking locks then that's grounds for a theophonic event and dispensation from a very angry god. So don't complain because your lawful character that hasn't seen a lock he can't resist doesn't stay lawful.
My advice is to not make Party chat a party channel to keep track of others, especially if you don't want to suffer the effects of the actions of others that cause alignment shifts. Use the PC Scry instead to know where someone else is. If you don't know what the PC Scry is, then find out - it's on both Taluses. And if you're in party with someone who can jack around your alignment, then communicate with that player or character and drop in and out of party if necessary.
Where I can, and where it is appropriate, I'm working on quests and quest ideas that can cater to both alignment spectrums. That means that if your evil character is recruited for a good quest, then it's likely there is an evil component or choice involved at some point. If I have an evil quest that no good character is going to do, or vice-versa, then that quest won't even show up in conversation. So if you're thinking that there's no way in the nine hells your assassin is going to help this goody-two-shoes healer, then of course you can decline...or you can see what mischief is afoot.
I am making greater use of xp rewards for opening locks and disarming traps. It won't be every lock or trap but it will be there. You're also going to see more alignment rewards or adjustments. If you're picking locks then you may see chaotic points awarded for that. If you're doing something and ask for a key instead of picking or bashing something, then there may be lawful points awarded.
This brings up the need to be careful about who you're in party with. If your monk is stupid enough to be in cahoots with lockpickers then she pays the consequences. I personally don't think your paladin should have any rogue levels. I think that if your paladin is picking locks then that's grounds for a theophonic event and dispensation from a very angry god. So don't complain because your lawful character that hasn't seen a lock he can't resist doesn't stay lawful.
My advice is to not make Party chat a party channel to keep track of others, especially if you don't want to suffer the effects of the actions of others that cause alignment shifts. Use the PC Scry instead to know where someone else is. If you don't know what the PC Scry is, then find out - it's on both Taluses. And if you're in party with someone who can jack around your alignment, then communicate with that player or character and drop in and out of party if necessary.