Pathfinder: Wrath of the Righteous - Interview @PCGamesN
PCGamesN talked to Owlcat about Pathfinder: Wrath of the Righteous.
You mentioned that you’re adapting the paths from the tabletop game, but you’re also adding new characters and new elements. What’s been your approach here?
AM: As with Kingmaker we’re taking the adventure path and considering ourselves the game masters for the story. We can’t share much more at the moment, but I can say that we are making it playable for characters of any alignment.
The tabletop adventure path is very good-oriented – it assumes most of the characters are good-aligned, some are neutral. We will have both good and evil choices – a full spectrum available to you, with all the consequences. This is a major change to the adventure process and goes more along the direction of classical RPGs.
What are the incentives to make use of your free-form class-building? My issue with such systems has always been that mixing skills from different archetypes often makes an unfocused hybrid that’s weak in battle and has no clear identity.
Some players like to role play through the mechanics – they like to create different characters or combinations of characters. Maybe it’s not the best in terms of efficiency, but it allows them to role-play their own story better – perhaps by creating a party full of dwarves, or where every character has a pet.
On the other hand, some people like to optimise everything and create a masterful combination of classes and archetypes that destroy enemies even when playing with just one main character without any companions.
Information aboutPathfinder: Wrath of the Righteous
Release: In development