Crazy Tuvok
Liturgist
- Joined
- Dec 17, 2002
- Messages
- 429
What is your take on a system wherein your knowledge of stat/perk/skills influence is at a bare minimum? So for example suppose you are trying to create a diplomatic character so you think: what might a diplomat need/excel? Intelligence, perception charisma etc. However you are not given any information that says (in or out of the game) : Diplomacy success is your Intelligence + Perception / Charisma x2 the die roll.
Note that all this stuff is going on, it is just not visible ever to the player.
Same with combat and weapons; if you want to use a two-handeed battleaxe and/or maximize damage you might emphasize strength and endurance, but you are not given info like : Two Handed Battlesaxe, damage: 2d10 + STR modifier, min strength to wield without penalty is 6, initiative -2. What you get instead is essentially this is one honkin battleaxe and your feedback would consist of how many times per turn your are hitting (gee I get two attacks per round with my shortsword but only 1 every other round with this battleaxe), how much damage you are doing, how winded or not you are getting etc. But other than knowing your strength equals x and is higher than x-1, how that modifies anything specifically is not known to the player.
I also would lilke your thoughts on damage indicators. What if there were not any. I know that Morrowind pre-patch had this as did the FPS Call of Cthulu and I think there may be something to it, despite the complaining that prompted Beth e.g to add an enemy damage indicator. Hits and misses would be indicated tho perhaps only visually or maybe with text but no more explicit than "hit" or "miss" as character in the world would know this. But how much damage being done and how many hitpoints a foe has is hidden.
For that matter you own hp would remain hidden to you (even on the character sheet or its analogue) and instead both in and out of combat you would know something like chararcter condition: healthy, wounded, badly wounded mortally wounded, bleeding out etc. I am thinking this may be adjudicated by player skill in medicine/healing in turn influenced by player experience, perception, intelligence etc.
Ok all of this is really early on and I am just curious as to the opinions on the concepts as implementation is another can of monkeys. I hope this post is clear because I am not sure it is in my own head.
Note that all this stuff is going on, it is just not visible ever to the player.
Same with combat and weapons; if you want to use a two-handeed battleaxe and/or maximize damage you might emphasize strength and endurance, but you are not given info like : Two Handed Battlesaxe, damage: 2d10 + STR modifier, min strength to wield without penalty is 6, initiative -2. What you get instead is essentially this is one honkin battleaxe and your feedback would consist of how many times per turn your are hitting (gee I get two attacks per round with my shortsword but only 1 every other round with this battleaxe), how much damage you are doing, how winded or not you are getting etc. But other than knowing your strength equals x and is higher than x-1, how that modifies anything specifically is not known to the player.
I also would lilke your thoughts on damage indicators. What if there were not any. I know that Morrowind pre-patch had this as did the FPS Call of Cthulu and I think there may be something to it, despite the complaining that prompted Beth e.g to add an enemy damage indicator. Hits and misses would be indicated tho perhaps only visually or maybe with text but no more explicit than "hit" or "miss" as character in the world would know this. But how much damage being done and how many hitpoints a foe has is hidden.
For that matter you own hp would remain hidden to you (even on the character sheet or its analogue) and instead both in and out of combat you would know something like chararcter condition: healthy, wounded, badly wounded mortally wounded, bleeding out etc. I am thinking this may be adjudicated by player skill in medicine/healing in turn influenced by player experience, perception, intelligence etc.
Ok all of this is really early on and I am just curious as to the opinions on the concepts as implementation is another can of monkeys. I hope this post is clear because I am not sure it is in my own head.