claw said:
You should be able to do that without knowing your actual chance of success.
Again, no-one is saying you know the actual chance of success.
bryce777 said:
I think it's a bad idea for the same reasons. If there is a percent chance then it should be kept secret; otherwise, you have too much knowledge and are using your head less.
But you don't need to see the chance of success (and I agree that you shouldn't), you'd be seeing
your character's perception of the chance of success.
So long as the percentages make some sense (IE not much chance of talking the king out of his castle, but a good chance of convincing a stupid ogre you know where a treasure is) then you should take your cues from the situation at hand.
I agree that's reasonable, but Hazelnut is right to say that's a 100% player skill over character skill standpoint.
The presentation of the PC's perception of his chances needn't be in percentage terms either. It could simply be e.g. "(persuasion: seems risky)", or "(critical strike: seems straightforward)". [the "seems" might be redundant - I'm just emphasizing that it's perception, not fact.]
They can also be totally wrong, compared to the actual chance of success. For instance, take the following situation:
Critical strike attempt against NPC X.
Background facts:
(1) NPC X is old.
PC always notices (the NPC is not disguised / in the dark), so:
[chances seem higher] [actual chance is higher]
(2) NPC X has a concealed dagger, but no other weapon.
If PC knows (previous info), or notices (some hard "perception" check):
[chances seem a little lower] [actual chance is a little lower]
If PC doesn't notice:
[chances seem higher] [actual chance is much lower]
(3) NPC X is a retired assassin.
If PC knows (previous info), or notices (knowledge of assassins and hard "perception" check):
[chances seem lower, effect of (2) is reduced if weapon wasn't seen] [actual chance is lower]
If PC doesn't notice:
[chances seem the same] [actual chance is much lower]
(4) NPC X doesn't trust the PC.
If the PC knows (previous info), or notices (passes some "perception" check):
[chances seem lower] [actual chances are lower]
If PC doesn't notice:
[chances seem the same] [actual chance is much lower]
Depending on the amount the PC knows, any prediction might be either accurate, or way off. If the PC doesn't notice anything, he thinks he's critical striking some old, unarmed guy. If he knows / notices everything, he thinks he's critical striking an experienced assassin with a concealed weapon, who doesn't trust him.
Perhaps you'd say that the player ought to be told / notice the factors, and do the calculation himself. I wouldn't object to that, but there's still some advantage in having the game do the calculation: some characters probably ought to know whether it's harder to critical strike an experienced figher who trusts you, or a less experienced one who doesn't. Do you know that? No - it's an essentially arbitrary mechanic, where either case makes reasonable sense.
Perhaps it would be more satisfying for a player to be presented with the facts - at the time his character notices them -, rather than have the calculation done for him.
For instance, with the above example, say the player has learned previously that NPC X is an assassin, and that he doesn't trust the PC. The player wouldn't be told either of these things at the time of the check. Rather he'd be told everything he notices directly.
So say the PC fails to notice the dagger, notices directly (knowledge + easier check, since PC is expecting it) that the guy is an assassin, but fails to see any lack of trust (in spite of an easier check).
The player could hover over the <critical strike> text, and see:
He's an old guy and appears to be unarmed.
<insert game world telltale signs here> lead you to believe he might be an assassin.
The player wouldn't get told anything he'd previously discovered - e.g. that the guy doesn't trust him - unless the PC observes it directly. Since first of all that might not be true (perhaps the information the PC received was false), and second, it's more satisfying for the player to remember things himself rather than have them signposted.
Another issue is whether the player should be told these things only when he's thinking of critical striking. Should he be able to appraise the guy for the above info anyway. I'm not sure on this. In one sense, it's not fair to the player only to give the information when the critical strike is being considered: perhaps it might be useful information for the player to know - why shouldn't he be able to check for it even if the option to critical strike doesn't come up in his dialogues?
On the other hand, when would the PC assess his chances of success? Almost certainly when he's thinking of critical striking. Not giving the info on the dialogue screen would mean it made sense for a player to check over every aspect of everyone he met before talking to them, just in case <skill check ???> came up in dialogue. The natural time for the PC and the player to look for info and assess the chance of success, is when they consider performing the action - i.e. in the dialogue.
It might make sense to give the player the opportunity to get the info either way - e.g. an appraisal will tell him:
He's an old guy and appears to be unarmed.
<insert game world telltale signs here> lead you to believe he might be an assassin.
But so will hovering over the <critical strike> check text.
However, if there are many types of stat check (and there are), and many possible factors influencing perceived and actual success (and there would be), appraising any NPC would probably get you a few pages of text. Perhaps that's not a bad thing, but it might seem a little odd(??).
Anyway, we can all agree it'd be a lot of work to do well, whichever approach were used. It'll have to be for AoD2.