IN-GAME ACTIONS

General Actions

Q. Can multiple PCs cooperate to perform a task (like healing)?
A.
(S.C. 2/18) As for helping others in skills, it's planned to be part of the Aid Another action. So Fen the Thief will select Aid Another, choose Vurt the Wizard as the target. On Vurt's turn (or just select him if you're not in combat), Vurt would choose the skill Heal and target Moosebumps the Master of Chains. Fen would check vs. DC 10, and if he succeeded, Vurt would get +2 to his skill check. Aid Another also wakes sleeping characters, gives people a bonus to their to hit rolls , etc. It only works once/round though; if you wake a character, they don't get a skill check bonus.

Q. Can we Jump? Climb? Ride?
A. (H.N. 2/18) no jumping (no climbing, no ride). engine would not support these kinds of skills that well :/

Q. Will a cleric be able to instantly harm or heal, based on their deity?
A. (T.C. 2/14) We have cleric positive and negative energy implemented already, and it controls whether you spontaneously cast cure or inflict spells, as well as how you affect undead. Neutral clerics get to pick, except for clerics of some neutral gods like Wee Jas and St. Cuthbert. Those are pre-determined.

Q. Is tracking implemented in the game?
A. (S.C. 2/6) Tracking is being implemented by Aaron as I type this. It will give you some information as to the type and location of nearby monsters.

Q. Will doors be re-closable? Bashable? Lockable (by you)?
A. (S.M. 2/6) Yes, maybe, nope.

Q. Will you be able to set your own traps?
A. (S.M. 2/6) Nope, we've removed rogues setting traps as well as rogues gaining trap items from disabling device a trap.

Q. How is resting handled?
A1. (T.C. 2/11) There is a rest button on the main interface. It can be in three states: no rest allowed, resting with encounters, and safe resting with no encounters. You can rest for a certain amount of time, or until healed. You need to pay to rest in inns. Resting is also useful for some quests, which rely on time of day. There aren't a lot of those, but some.

A2. (S.M. 2/11) Well resting is needed to regain spells, you can specify amounts of time in which you want to rest (the default is to get all spells back). You can only rest in areas that are safe (otherwise you get random encounters). You can use rest to pass game time (if you are waiting for a specific event).

Q. Can we rest anywhere?
A. (T.C. 2/5) No. Some places not at all, and some places risk encounters, and some places are safe.

Q. Will there be any other ways to ensure a "safe rest" in the field?
A. (H.N. 2/11) there was a spell I was looking at that I was thinking, could be used in our game as "allow the party to rest here, without encounters"

[I.B.: It's unknown if this spell made it in or not from this answer.]

Q. Will pick pocketing be implemented? If so, how will it work?
A1. (T.C. 1/17) We support pick pocket. It lets you steal money or any small, unwielded item from the target, but no, you do NOT get to pick which one or even see the victim's inventory. That leads to too much abuse of the skill. Pick pocket is opposed by the victim's Spot skill. And yes, you get a +2 synergy bonus with Bluff.

A2. (S.M. 2/15) It'll probably come out more in playtesting, but in general pick pocketing isn't a skill to make money or have tremendous personal gain. You can pocket 1-10 coins or a "tiny" item in the NPCs inventory. Makes it useful for stealing keys from people or getting a few coins to be able to pay for something. But as a profession you'd probably pickpocket a town dry before you can afford to deck your guys out in good equipment. Now stealing from their family savings is another story.

Q. Wouldn't a quest that you can only get by randomly pick pocketing some guy be cool?
A. (T.C. 1/17) That is a cool idea.

Movement

Q. Can you split your party up and explore the map with a single character?
A. (S.M. 2/15) Party members can wander away from the group but cannot change maps alone.

Q. How will moving between map areas be handled?
A1. (T.C. 2/6) The world map can only be accessed in exterior areas. It shows all areas that you have visited or received directions to. However, you cannot wander the map, like in Arcanum or Fallout. You can only use it to travel to known areas.

A2. (T.C. 2/17) We have a world map with different locations on it, but unlike Fallout or Arcanum, you can only travel to places you know about. You cannot wander aimlessly. I know some people won't like this, but it solved some problems we were having, and it was different. I like trying different things in each game, like the way alignment is handled in ToEE. Very different than Arcanum.

Q. Will there be formations? If so, will you be able to rotate the formation?
A. (T.C. 2/5) Yes and yes.

Q. Can you set waypoints?
A1. (T.C. 2/5) No, but maybe for travel on the townmap level.

A2. (S.M. 2/5) Not in combat, and we don't think so in townmap travel. However you should be able to path extremely long distances on townmaps etc (so you could click on a shop far away and expect your characters to eventually get there).

Q. If I wanted my party to go to that far away shop, would each character path his/her own way? Or do they play "follow the leader"?
A. (S.M. 2/5) Right now they follow the leader (this saves cpu time in pathfinding for us and makes sure that two people don't head off in totally different directions. There has been talk about configuring this via the party formation but I'm not sure where that will end up.

Q. Will any steps be taken to help reduce travel through cleared dungeon levels?
A. (T.C. 2/5) Teleporting exists. And there are shortcuts in the dungeons to be discovered.

Q. Do fast characters move fast outside of combat, too?
A. (T.C. 2/5) No. All characters move at the same speed outside of combat.