And lugging around 5 stacks of platemail armor, 7 greatswords, 50 flasks of potions, etc. feels perfectly fine? :) Gazillion of other games are handling inventory in the same way, it’s not like DA’s inventory is somehow uniquely arbitrary.

It does sound like a great idea for a DLC though :) Or a mod. I am sure at some point we will see gem bags, herb bags, rune bags and so on.

It’s in the manual. They discuss Coerce and how it figures into persuade (cunning based) or intimidate (strength based).

By the way, am I missing something or is this really the first Bioware RPG without a morality stat?

I played through a bunch of the Origin stuff with both a Rogue and a Warrior, and to be honest, the locked chest loot wasn’t that big a deal. You’ll end up with some extra money and one or two usable (normal) items, but the best items come from drops and the treasury at the beginning of the game (which any class can access). I think it’s a good way to give the Rogue a thematic bonus, but it’s not like you are missing out on any earthshattering gear if you go with another class. The funniest part of checking out the locked chests was when I finally got to open the second chest in mama Cousland’s bedroom. The unlocked one contained a bunch of useful gear, the locked one contained… a mushroom. The rest of the locked chests are pretty similar–even the ones in later areas, like the tower.

My advice: don’t worry about it. I decided to go with my Warrior for the rest of my playthrough.

Glad to know I didn’t miss anything in the chests, although Tom did mention there were a few places he revisited with nice gear in those chests. As for you guys missing out on fighter stuff, my in-party rogue both out damages me and pulls aggro away from my continuous taunting. You guys catch up quick. The problem is without that fighter to help you with positioning, you aren’t nearly as effective.

Me, I’m more annoyed about all the “Persuade” options I can’t take due to not playing a cunning rogue. If someone had said upfront that cunning was CHA, I would totally have played a rogue, because I like talking my way out of things.

They say so in description of “Coerce” skill, which you have access to during character creation. Which is pretty upfront. :)

Urge to buy rising… rising… rising.

Thanks for the information! I loves me some in-game achievement tracking!

I agree. Either no limit, or an abstract weight value that reflects the circumstances. Carrying a full suit of plate mail would not be physically possible in a real fight. Wearing one would.

The limitation thing is either a sim mechanic, or it’s a carefully designed meta-mini-game that players can only lose at, possibly to varying degrees. The latter concept is only slightly more idiotic than a Space Invaders clone without controls or highscore table.

I know it’s a cRPG tradition. But traditions aren’t necessarily good, and this particular one was born out of a tabletop sim mechanic. Either do it right or don’t do it at all. The arbitrary nonsense limitations is murder for my suspense of disbelief.

Anyway…

Why can’t I buy DA:O? Stardock go kick EA & tell them I want my copy already.

At level 7/8, I don’t think I’ve ever run out of inventory space. Does it get worse later in the game?

I kinda appreciate an RPG that actually provides different experiences based on what class you pick. I know how frustrating it can be to see Door Number Three and not be able to get behind it, but isn’t that, too, part of the experience? That your choices should lead down diverse paths? Doesn’t that make it ultimately more interesting, even in mind of the frustration?

If you’ve never run out of inventory space, you must be playing the game differently than me. I pick up everything, because I need the money.

Without (hopefully) giving too much away…

There does seem to be one side-quest you can’t complete in the game if you don’t start as a rogue, in the first section past the origin stories. Or, at least, I couldn’t find a way to open that chest, which I think was just locked. If there was a key, I missed it.

That’s the only one that annoyed me from not playing as a rogue.

Post it in the spoiler thread, I don’t know what you’re referring to. I know of several quests that can’t be completed without the crafting skills in your party, but haven’t encountered any that require lockpicking yet, and I completed the area immediately following the origins.

It’s one of the cardinal rules of CRPGs: if you want to loot everything, ALWAYS play a rogue (with maxed lockpicking skill). It’s one of the main incentives for being a rogue. But like Rock8man said, the best loot in DA:O isn’t in locked chests.

I don’t know if the in-game tooltips or whatever mention it, but the wiki entry on skills under Coercion mentions, “Strength contributes to a more intimidating character, whereas cunning contributes to a more persuasive character.” You sure it isn’t in the manual or level-up screen somewhere?

The fact that many games adhere to the same absurd arbitrary conventions does not automatically make that convention any less absurd or arbitrary. My suggestion is, if they want to include inventory limits in the first place (for whatever reason), a low limit on big items and a high limit on little items is at least a little less absurd (if no less arbitrary).

Are you not in the U.S.? Because it’s right here.

It does if you’re hanging onto every reagent, potion, gift, etc. you come across, since each item takes a separate slot. I’m not that far into the game and I’ve run out of space once or twice because I’m such a packrat. At this point, I plan to use up or sell as much of that crap as quickly as I can.

I pick up everything, too. I’m playing a warrior, though, so there’s a fair bit of loot that I couldn’t get in the Origin section of the game. And I do sell stuff that I don’t need, whenever a vendor is handy.

Correct, I am not in the US. Or Canada, for that matter. You don’t happen to know the release date in Euroland, do you?

Today, according to the Internet retailers I checked…

That’s what I thought, but Impulse says no-no! ):

No spoilers, but if it’s the one I think you’re referring to there’s a clue in the quest itself.

My current questing has lead me to clear about about 4 entire screens, with an unknown amount to go, without getting back to town (and I got sucked into the “well, surely I’ll be doing X just around this corner. . . no that corner. . . well maybe the next corner” effect). Had I know I’d have gone back after a rather large encounter in the third area (I was sure I was getting to the end, though). Though I bristle at the need to go back even then. Anyway, I continued on.

With 80 inventory spaces, I more than filled up (I would say I easily junked 20+ items). That’s taking everything that isn’t nailed down, and getting most if not all encounters in an area. Entering, I probably had between 35 and 40 inventory spaces occupied - potions, ingredients, and some weapons and armor I was lugging (generally stuff I was going to hand to a different follower or thinking about swapping to). I found 60+ items in this. Some stuff was an easy throwaway candidate (some of the gems aren’t worth toting back to sell, I think). Some stuff was potions I told myself I’d save for a big encounter but decided to junk (lesser acids and poisons. I have some stronger stuff I’m holding onto). Some was mundane weapons or armor I found and wanted to turn into cash.