If one of the option to open locks is 'free' compared to using lockpicking (E.G, having a wzard in the party cast 'open lock'; having a warrior with high strength bash it) lockpicking is not only useless, it's a sucker investment that only those larping would take.Your argument is that, having additional options to access the contents of a container, some of which may or may not be mutually exclusive of one method or another, calls for the complete scrapping of one of those methods, else it diminishes the importance of the other skill(s) throughout the game.
Yes, you're right, there's not much that can be done with lockpicking beyond picking locks. Except perhaps including some skill checks in dialogue, like New Vegas did. But that's not much.But it's lockpicking. It's use is to pick locks. If it had a greater use, it'd be called something other than lock picking, which would change it to another skill that wasn't lockpicking. Lockpicking needs to be about picking locks to be lockpicking. Pick-pic-loc-skil . . .
As long as you can only lockpick most locks that use lockpicking, they would be- but if you can use bashing for locks that would otherwise need lockpicking, it's not 'complementary', it's "i don't want to put point in the skill but still benefit from it".But . . . it isn't free. Nor does it apply to every lock. o_O Just as lockpicking shouldn't | doesn't. In this way, they're complimentary.
Alright Lance, in your example, let's say we have a container that is only trapped. The only thing that prevents access to its contents is that trap (for simplicity, we'll assume it's an instant-kill if the trap isn't disabled). In this theoretical game, you also have lockpick, but it serves no purpose here.
Should lockpick or trapping be removed because, in this one instance, trapping offers the same benefits as lockpicking?
Well, there are many games that do this to an extent. Even Dragon Age has chests that locked and trapped. But yeah, more complex stuff would be welcome.(I like your idea of multiple skills working in combination for a single task, by the way. It's something I've wanted in games for years and had thought we'd see by now, but its not seen, for some reason. Maybe it has to do with it "What, I disabled the trap! Why do I have to then unlock it? I should just get the reward FFFFFUUUUUUUUU!" reaction. )
As long as you can only lockpick most locks that use lockpicking, they would be- but if you can use bashing for locks that would otherwise need lockpicking, it's not 'complementary', it's "i don't want to put point in the skill but still benefit from it".
So what is it that makes lockpicking useful?It makes the lockpicking skill less useful and that's bad. Not a question of resources.But do you really think that there couldn't be a way to implement a useful/worth investing in lockpicking skill in a game that has the option to bash/shoot open locks using attributes/skills that benefit a character in combat? Just to avoid the ridiculousness of coming across a chest the party can not pick, shrugging their shoulders and walking away. It isn't something that really bothers me to be honest, but it seems insane to say "it can not be done". Maybe if you added "on this games budget, we believe resources are better spent elsewhere".
Bash need not be a skill but simply rather a str check.
I think it's a decision rather than some optimum way.Bash need not be a skill but simply rather a str check.
Agreed, I'm just not sure how it works in the system we're supposed to be basing observations in. If it's a skill, an attribute, attribute-derived value, or an attribute-derived skill.
Yes, because investing heavily in strength is something that would ONLY be useful for bashing doors/chests, like lockpicking is. This toally make sense.So help me, bash better get a nice boost for those that invest heavily in strength . . .
Yes, because investing heavily in strength is something that would ONLY be useful for bashing doors/chests, like lockpicking is. This toally make sense.So help me, bash better get a nice boost for those that invest heavily in strength . . .
If two different skills unlock different containers that doesn't necessarily diminish the other. However it'd very unlikely be a bash because there's no gameplay involved in it:So, by being able to bash a lock (or container) that cannot be lockpicked, lockpick somehow becomes diminished in usefulness
Very interesting.
http://www.formspring.me/JESawyer/q/236238327810895131I've written this before, but if there's no active decision making in picking a lock or hacking a terminal, there's no "play" in it, no player skill or decision making at all. There may be risk/reward to this in an online environment (as there is in a live tabletop environment), but in a single-player game with save/load anywhere, it's pointless.
http://www.formspring.me/JESawyer/q/236296330874469552There is no instance gameplay to opening locks with a randomized check. There's also no reason why hacking could not have an optional resource-consumption bypass in the same way that locks could (in DX:HR, they are effectively all hacking, so AUDs always apply).
I'm positive he has no intention of adding minigames to P:E (the audience for which he's making this game wouldn't like them). Adding resource management to bashing would just be weird.I don't think any core gameplay being *replaced*. Excluding the strategic decision to put points into a skill, there's no gameplay, core or otherwise, to a randomized check. There are a few other ways to handle it:
* It's a flat check. No mini-game, just based off of what you invested into the skill. Still no additional gameplay, but it avoids the save-scum-encouraging randomness of a stand-alone die roll.
* There's a mini-game that may be altered/influenced by levels of difficulty and the character's skill. Obviously this adds gameplay, but people may not like the mini-game, the mini-game may be aesthetically odd/incongruent (e.g. Bioshock's hacking minigame or Mass Effect's "Simon says" mini-game), or the mini-game may not scale well/gets old fast. These are all totally valid criticisms/complaints about individual mini-games, but what's true of one mini-game is not necessarily inherently true about ALL mini-games. E.g. F3's lockpicking is pushing a bobby pin around to find a sweet spot to pick the lock and is significantly different in most ways from Bioshock's hacking mini-game.
* There's a flat check for an automatic bypass but if you're close to the check, you can also expend a limited resource to lower the check. This is the "burn 10 lockpicks with a 20 skill, burn 2 with 100 skill" idea. Personally, I like this because there's still an ongoing level of resource management and consideration the player goes through.
* There's a mini-game that can be opted-out of (automatic bypass) through the consumption of a limited resource that scales based on skill/difficulty disparity.
In a game with save/load anywhere, I would prefer *any* of these solutions to a randomized check.
Opening a safe with dynamite should also require some knowledge of explosives because otherwise you might just blow up the contents as welll.There are about 30 hackable terminals in the whole of New Vegas, even fewer when paired up with a lock, and over 100 locks. They both require putting points into a skill.
Haha, are people discussing lockpicking's validity now?
Real talk: in my table-top games we remove lockpicking and just use disable device. ;D
Or he's just playing Pathfinder, http://www.d20pfsrd.com/skills/disable-deviceHaha, are people discussing lockpicking's validity now?
Real talk: in my table-top games we remove lockpicking and just use disable device. ;D
I was going to propose an "Opening" skill as a lark, but "Disable Device" is more euphonic.
Damn your creativity, and such.
Not surprising. In terms of concept and usage they are quite similar skills, in this one sense one can see them being merged. But I can imagine Lockpicking and Disabling traps to be sufficiently different things as long as 'locks' are traditional locks and not intricate 'devices'. I would still consider them sufficiently overlapped for one to yield bonus to other though.Haha, are people discussing lockpicking's validity now?
Real talk: in my table-top games we remove lockpicking and just use disable device. ;D
I was going to propose an "Opening" skill as a lark, but "Disable Device" is more euphonic.
Damn your creativity, and such.
Or he's just playing Pathfinder, http://www.d20pfsrd.com/skills/disable-deviceHaha, are people discussing lockpicking's validity now?
Real talk: in my table-top games we remove lockpicking and just use disable device. ;D
I was going to propose an "Opening" skill as a lark, but "Disable Device" is more euphonic.
Damn your creativity, and such.
Can you really use Pathfinder rules in a video game just like the OGL? I always wondered about that, it's p. unclear. In fact the only reason I know the OGL can be used without legal issues is because KOTC did it.Or he's just playing Pathfinder, http://www.d20pfsrd.com/skills/disable-deviceHaha, are people discussing lockpicking's validity now?
Real talk: in my table-top games we remove lockpicking and just use disable device. ;D
I was going to propose an "Opening" skill as a lark, but "Disable Device" is more euphonic.
Damn your creativity, and such.
Man, I wish P:E used Pathfinder as its base. I would have no problem with them changing the non-magic classes to better fit Josh's utility vision. In fact I'm quite certain Josh would do a great job a putting some of 4th edition's right ideas into Pathfinder and make a glorious game.