No, we need a hub to deck our characters out and engage in all kinds of progression systems! A tavern (a soda tavern) serves as one of the central areas of Brighthoof, the city where players will be hanging out when they’re not massacring monsters and causing mayhem. Of course, these expeditions into dark forests, dank caves, and creepy castles aren’t the only places you’re hanging out. They're kind of these fun little side missions that feel a lot like a tabletop module that’s on top of the greater mission.” But there are entire maps on the side that almost play like modules that have a standalone plotline that is connected to the main story, but not all the way into the main story. There’s a core campaign to tackle, but numerous side missions are available for those looking to get their characters beefed up to tackle goblins with guns. It’s not just going to be casting big fireballs at foes, but instead, there’s a huge bucket of various spells to draw upon and books to find, including self-casting powers. Spells add another layer to things, with a variety of different usages and designations. “It's just kind of amazing.”Īnd yes, you’ll still have an “ultimate” skill to utilize when things get too frantic to handle, with two to pick from on each class. “When in doubt, guns are still stars of the show and there's something truly satisfying about just riddling things with crossbow bolts from a regular handgun,” says Belmore. Instead, melee can easily be integrated into your combat flow via perks, skills, or status effects that for instance might supercharge various other attacks for landing a successful melee attack or hyperpower up a single melee blow after you’ve completed some other requirement, encouraging you to move in and out of combat in a varied loop of ranged, melee, and spell/ability usage for optimum performance. Of important note for those would-be ax swinging barbarians and knights among you: while melee attacks will be important, dedicated melee builds are probably not going to be a thing outside of some odd builds and legendary items. “And because the overworld is third-person, you can see all players on the map when you're playing together.” “So one thing that's super fun is your character representation and all of the customizations that you've done actually appear in the overworld,” says Belmore. In addition, an “overworld” game board where your characters are represented by little bobblehead versions of themselves lets players pick their destinations through the land, emulating the look and feel of a tabletop gameboard. There are six core classes to choose from, and while they have not been revealed yet, you can assume some core fantasy archetypes make an appearance. We have strength, intelligence, dexterity, and those sorts of things so much like creating your own character in a tabletop fantasy game.” So in addition to we also have melee weapons, armor with specific stats that can speak to your build, but also we do have, in addition to skill points, we do have hero points that do speak to kind of that more classic tabletop attributes that you're talking about strength. “So you can mix and match a lot of the elements that come along with just the class selection and of itself. “So we do have fantasy elements like spells and multiclassing, you can choose your initial class and then later on, in the main questline, you get to choose the secondary class to actually multiclass,” says Cox. So how will stats work? Will you be running maximum charisma? Dumping points in strength? Just how much tabletop DNA is going into this? The answer is a lot.
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