See the highlighted part.
If you conserve the character vs list breadth ratio then extending the list twofold will give us about 6 tags.
Selecting six shitty or auxiliary skills is much harder than three, not to mention that if your system doesn't have as many purely auxiliary/flavour/joke skills you will have to take at least one useful one.
But do we bloat the point p. level increase as well or what? I mean, it's not really an issue how many or which skills you specialize in at level one, because your character is going to be shit, relatively speaking, no matter what he goes for or how he divides up his skillpoints. It also doesn't seem likely that a skill-list can get bigger while at the same time cutting down on the amount of flavor skills.
If, however, we're talking about 'specializing' in, say, 6 out of 10 skills then we're certainly cutting down on the variety of potential character builds -- I'd probably say that chargen specialization doesn't even make sense at that point, so just fuck it. It's still possible to skill up whatever you want whether or not the skill is tagged, right, so it's not really that big of a deal.
So, it sounds like we're watering down specialization for ease of access, but in the end we still end up having struggling builds in the mix. 6 perfectly synchronized and all-powerful skills can hardly be compared to 4 or 3 with an addition of flavor, if we're talking about efficiency and viability. Do we default to easy mode? And what about the strain on the content, when the average character has 6 abilities he'd like to make use of?
And why didn't you address your 'fixed number of skills' quip? Is it really viable to put a hard limit on what the player can spec in based on choices made early in the game? I mean, it's essentially an open/closed class-system, with the added bonus that the class you created might be entirely unfixable.
In Morrowind, for instance, it's literally impossible* to make a broken build, because they are not enough purely auxiliary skills to go around.
*) Apart from magicka limitation, but this depends on signs, races and base magicka multiplier, not the skill system, and apart from some skills being too useful or buggy, but that's the issue of sloppy implementation. In terms of skillset and the roles of individual skills it's foolproof.
I thought Morrowing had a use-based system? I couldn't stomach that turd for more than 20 minutes, despite my best efforts, so I'm afraid I can't comment.
IHow the fuck do you want to consider skill system and content independently of each other?
It's a question of design. If the skill system is setting appropriate, it makes sense in the game world. Once you're creating content around that skill system, there's no guarantee that the content will or can be distributed evenly in a way that makes sense. Maybe there are even time constraints and costs involved. So, what do we do? Do we butcher the setting, by adding content purely to make use of the mechanics, or do we butcher the mechanics, removing the skill and whatever content has been created with it in mind, and all for the sake of balance?
Obviously, I'd just leave it as is, but that means suffering through the potential of personal failure in favor of internal consistency within the game. The prevailing idea, I believe, is a minimalist approach to both setting and mechanics, in order to easier fit the pieces together at the end of the development cycle, but so far the end result seems to be a product lacking in both aspects rather than some unified work of artful engineering.
Is skill for operating electrically powered portable gatling gun good? Depends.
In something like Fallout - probably.
In faux medieval fantasy RPG or nursing simulator? - not so much.
I get what you're saying, and I agree that skills need to be in tune with the setting. I would disagree, however, were your example to illustrate skills in tune with content specifically. I wouldn't complain about a handgun skill in a street-sweeper rpg, provided of course that there's a handgun to be found
somewhere, even if using it would give cleaning the streets a new meaning, one perhaps little intended by the game.
Depends on nothing but fucking content you expect to find in your game.
If you want ancient Latin skill in a game that won't feature any Latin speaking people, or Latin texts, then feel free to just fucking LARP it if you can't help yourself.
It's not relevant to the gameplay and doesn't need to be covered by gameplay system.
There must be
some content or use for it, obviously, for it to be considered a skill and not just a broken number-counter. Even if it just gave you the ability to read some ancient Latin writing scrawls in the men's bathroom a few times, or a couple of extra dialog options when you're chatting away with historians. Unless the game is called 'Ancient Latin: Read it and Weep' it would hardly trick players whether or not to push points into it at every level up, so I'd deem it pretty harmless overall.
No, we are talking about potential for using skills together in ways that may not even be explicitly intended.
For example, if you can summon some creature using skill A and buff it using skill B, then playing character that has both skills will be qualitatively different from playing characters with only one of them.
For example you can raise a skeleton using necromancy and make it heed your commands. You can also cast protective spell shielding one human sized target from fire using certain other school of magic. You're faced by a corridor lined by both flame and arrow firing traps and need to retrieve a non-flammable item. Even if you can't disable traps with your skillset, dodge them, teleport to the item, levitate it telkinetically back to you, or levitate over the trigger plates yourself, you can buff your skeletal servant with fire resistance (it cares little for arrows lodged between it ribs or even piercing its skull as long as it doesn't jeopardize its integrity) and send it to retrieve item. You wouldn't be able to if you didn't have both skills.
I like it, but it sounds more like spell-combinations than skills. Can't say I've considered summons and buffs as an example of extreme skill synergy as generally, unless specifically tailored after spell combinations as per your example, their use lies in combat encounters which, as far as problems go, have very free-form solutions (like, for instance, avoiding them entirely). Shielding a summoned minion from elemental damage is a no-brainer, but how would you successfully synergize a complete list of abilities ranging from A to Z?
Or, back to my bandit camp, if character's magic skill is not useful as anything but short term distraction at its level (making illusionary noise, knocking an item over with TK, lighting a bush) and alchemy skill alone fails as well (weak curative and regenerative potions and mild, disabling orally ingested poisons), the character having both can still successfully infiltrate bandit camp by using temporary distraction to set up long term advantage in form of mass indigestion.
So it's the lockpicking/pie-making approach then. Exhaust a list of viable options until you run out of ideas, and any skill-combination that doesn't make the cut doesn't get you into the bandit camp -- it's what we got. Then post on a forum about how a game is badly designed because your character build felt useless in 7/10 scenarios, while min/max-ers and mage/alchemists laugh at you.
It doesn't have to be specific skill-checks, but if at some point of critical path the alternative is combat or using mechanics to bypass combat, then abilities that help in neither can't be used to progress through main quest, unless the combat is easy enough to be essentially skill-less.
What about skills used along the path assisting you to get to that critical point? If 'Barter' made a superior weapon or piece of armor affordable, and 'Gambling' provided the money, how are the skills not helping you in your next 'critical point' encounter?
Followers can be a buffer of sorts here, but outdoorsman only helps you on travel screen, while there don't seem to be many medical opportunities along the way.
Outdoorsman is great if you want to do long-distance runs right off the bat, rather than follow that 'developer walkthrough', and since you won't be rolling in the riches for a long while that First Aid may just be what keeps you alive when your luck runs out.
Tag mechanics doubling the amount of points you put into skill says otherwise. For just buffing skills of choice to begin with merely distributing points would be sufficient.
That would be true if all skills were equally powerful. As it is, tagging the weaker skills is exactly what makes them viable at the lower levels, while skilling and reading up main bread&butter skills is enough to make them useful.
Sense? Why should an IN 1 retard be able to advance in science at all, let alone 2x faster than hitting shit with a stick anyway?
At chargen we're probably talking about a brain-damaged scientist or a barebones autist. Even then, since INT influences the amount of skillpoints you're able to distribute, you'll hardly be keeping up with an INT 5/untagged science hobbyist professor.
How can you be a fucking doctor without knowing first aid? Yes, they do different things - first aid does simple things, doctor does complex things. They should be tiers of the same skill, not separate skills.
First Aid is combat medicine, which means a fast fix in a stressful situation. Doctor is status ailment treatments, which means diagnosing and repairing difficult damage when time is a-plenty. If you're out in the middle of nowhere and break both your legs and an arm, your proposed level 1 First Aid / Doctor-combo tier is not going to help you, but Doctor on its own might. However, it's not going to keep you alive in a sour combat encounter, but First Aid might.
I'd call it chargen strategy, but I'm sure someone would be quick to point out that you can just run to the nearest shop and get a bunch of stims or not take damage during encounters by killing everything outright and that the build is shit no matter how you look at it.
Gunpowder powered firearms have varying recoil, bullet drop or travel time can be insignificant at short ranges and most important part of operation boils to sighting in, aiming and squeezing the trigger trying to keep it steady.
Sounds about right.
If anything, skills should be separate based on operation - direct fire, indirect fire, burst, single, gunpowder based, rocket, laser and so on
I like, I like.
how is firing a gatling cannon similar to firing a flamethrower, and how is any of them similar to rocket launcher?
They're all heavy and inaccurate spray-and-pray type deals? I mean, sure, the launcher is single-shot weapon, but it's basically a tube that fires a rocket-propelled chunk of explosives at a spot generally near where you're pointing it, so it's close enough in my book.
You can't have it both ways - either you separate based on principle of operation or weight class. Ok, you can also make it a tree or treat both divisions as orthogonal, but not divide half of your weapons based on this half on that.
I think operation and class of firearm are at least somewhat connected. Naturally, someone bursting with a grease gun isn't going to be taking wind into consideration the same way a sniper would, but there's probably some element of familiarity there that doesn't exist once you move on to laser powered weapons and, say, grenade launchers.
I couldn't even begin to speculate what influences the shot on a laser weapon, what world factors might divert the beam or make the shot otherwise ineffectual. If we allow for the fact that the combat-system is an abstraction of a real scenario taking place, we're not privy to the various events that may be taking place and influencing the outcome of a combat encounter; such as worn guns getting jammed and unjammed, sights falling out of calibration, the dodge of an opponent at long range and how to efficiently compensate for that using traditional gunpowder weapons v.s laser weapons.
By producing magitek-level universal medicaments despite being unable to produce proper roofs?
Maybe stims are more crucial to surviving in the wasteland than aesthetics? I mean, it's not like they have problems with rain or anything.
You know how it's '50s future where everyone and their grandma has a raygun? I might just as well expect conventional arms to be rare relics of the past, while rayguns not exactly common, but they were presumably common before the nukes fell.
You're getting close to convincing me that the game needs to adhere to your baseless expectations of the setting it takes place in. Not quite there yet, but close.
Then I can expect that the game won't force me to commit to that build by tagging skills with meaty 2x increase rate.
Oh, it doesn't.
Too entitled for you?
No, that's fair. Suggesting that the game should prevent which skills you're able to spec in based on chargen decisions as a way of preventing useless builds, or that some skills need to be merged/cut because you don't find them useful, or imposing personal preconceptions on the setting and getting upset when they turn out to be inaccurate -- it's mostly stuff like that really.
Trial and error isn't exactly research
Provided you learn from your mistakes, that's pretty much exactly research.
and I would rather play my game without consulting wiki.
Go right ahead, though I would at least suggest consulting the wiki on trial and error.
Practice also isn't exactly why I'm playing a game - if the game keeps effectively throwing me back to chargen screen because I guessed a bad build, forcing me to experience the same fucking content over and over again, then it goes in the trashcan.
ADD detected.
I'm not interested in guessing games, I'm interested in games where I make critical decisions (those that can effectively cripple me for the rest of the game or force a restart) based on sufficient information I'm given and my ability to use this information.
I want to explore systems and content, not developers whims.
And how would you define sufficient information? Enough information to make the absolute outcome of your choice entirely predictable? Maybe, enough information for you to make a choice you consider to be the right one?
On a second or third playthrough I may sperg my build to eleven (or go for some zany flavour build), but one playthrough is pretty much all you, as a designer, can take for granted. Everything past that point is extra.
So rpg's should be designed without replayability in mind? You're certainly living in the right age for that.
Next time you will tell me Go involves experiencing the same content over and over because it's only black stones, white stones and a piece of plank.
Multiplayer games rarely make your mistakes trail after you for multiple hours. Multiplayer games also don't force you to experience the same fucking content again and again as part of the necessary learning on those mistakes.
So, from your description I'd have to assume that Go is one of those rare games where you don't need to learn from your mistakes to be successful and where making the same general mistakes throughout every single game is either inconsequential to how the game will play out or mysteriously leaves no mark on your memory.
Won't? Because either way you will have him on his ass in three seconds flat?
Come now. I'm talking about going after a person who's in essence a dummy and won't be able to defend himself in any efficient fashion, in order to gage the difference between an apprentice and a master. A value of X might mean several clumsy swings of a sword as our opponent desperately tries to avoid pain and death, while 3X might very well mean a clever feint from our character and our victim's head comes off in one swing.
Applying the same principle on an opponent with equal proficiency to our character, that is 'X', should realistically mean a balanced fight where the victor is determined by
some random chance, moderately by defensive skills (though this is an unrelated issue) but to a great extent by player decisions and strategy. Now suppose the X has to fight against 3X, so that is he's outmatched 3 to 1. Our more masterful assailant would need both luck, his defensive abilities and practically all decisions he makes to be against him in order to fail, wouldn't you agree? For a player in control of a 3X character the fight would require practically no thinking for it to go in his favor, and were he to fail despite his inherent superiority the situation would just seem bizzare -- almost like your 100% repairman failing to tighten the loose screw.
It's like expecting that if a person with repair skill at 1% is capable of identifying a loose screw, then tightening it up in about 15s, the person with repair at 100% will tighten the same screw in 0.15s.
Oh my, more evasive derp. I've already said that skill-values are an abstraction of a character's abilities. Are you seriously arguing that because 1% and 100% are equally capable of tightening a loose screw that there is no difference in mastery between the two?
If your skill is very low or very high relative to the problem then it falls below or above cutoff level, meaning that changing it has no effect.
Being an expert engineer doesn't make tighten screws super fast or super well, being able to apply band-aid doesn't make you any more likely to perform brain surgery than a person that can't.
We're talking about applying a solution to a problem. In game terms, the solution to a problem is using a skill with the appropriate value attached to it. You at least seem to grasp that much. In the abstract sense, the solution to a problem can be anything associated with that particular skill and applying the solution may have more variables attached to it than just completing one simple task. To any problem that might reasonably have degrees of success, like not merely tightening a loose screw but also noticing that the screw shakes loose with the continued operation of the machine and stabilizing the engine to prevent further malfunctions, a three times higher value of a skill is an
obvious benefit.
No, I imply that with 3 skills at 30% you either attempt to solve a 100% problem via some alternative means or fucking run from it, while with one skill at 100% but remaining two at 0% you do the same with problem requiring skills you do not have.
But combat isn't like that; not only does it have degrees of success, but it also (hopefully) relies on the player's intelligence. I mean, I shouldn't have to tell you; you were advocating "player skill" over character skill just a while ago. If the only thing that determined the combat encounter was having 53 over your opponent's 52, then your solution might make some sense, but what we're talking about here are opponents in combat being particularly vulnerable to a certain type of damage and the viability of splitting your combat affinity between 3 different weapon types or piling it all onto 1 type of weapon.
I'm arguing that if splitting your skillpoints between 3 weapons skills is to be a truly viable strat throughout the game, stacking points on 1 weapon will not only carry you through encounters that are completely unavailable to the jack-of-all-trades, but it'll make certain weapon-damage specific opponents laughably easy while still enabling the character to do reasonable damage against opponents that are resistant to his particular damage type. That is, unless weapon-specific damage against certain opponents is entirely nullified, in which case there is no choice other than to spec in all necessary damage types.
What if this encounter just happens to be a golem? Or mundane bear? Or two guys with aimed crossbows?
It's situational. There's still dodge and defense, shields and other shit to account for, but generally speaking, if you can force ranged units into close quarters and soak up the damage of your opponents while bashing their brains in, it still makes more sense to have your damage-dealing skill as high as possible rather than split up for the sake of utility. That is, unless it's a rigid requirement that you counter certain creatures with specific damage types, in which case splitting your skills between different damage types becomes mandatory.
Except that's not given.
Many games change their gameplay formula towards the end for various reasons. Sure, it's shit design, but so is putting in skills that are not supported by gameplay.
I've stated my approval for fucking players towards the end on several previous occasions, like having the big bad's biggest weakness turn out to be the most useless skill in the game for example. But that's end-game stuff, it doesn't count as the entire game, and your dismissal of what you call 'shit design' isn't an argument.
Bullshit.
Hostages, human shields for enemies, collateral damage, escort quests.
There are tons of reasons for characters player doesn't intend to die to be nevertheless killable.
I think you must have misunderstood me, as we're in no disagreement that there are many potential reasons for killing kids. I'm arguing against having characters unkillable simply because they are important or cuddly wuddly, whether or not there is any reason for their death. It pains me to see your ADD in action, attaching significance only to half a sentence, and you have my deepest sympathies.
Then delimit your auxiliary abilities somehow, or make player pick enough skills to have some non-auxiliaries among them.
But some abilities just aren't as useful as others, and making them more useful than they logically would be devalues the setting. And we don't want to sacrifice specialization, now do we? No, just let the player pick whatever he thinks is best and work around whatever options those choices provides him with.
No, but someone doing it while praising the game for being broken shit should.
So, beating the game with a broken build is ok and all in good fun, but
you have to hate it every step of the way.
Man, DraQ, you really are totally
aren't you? The game isn't even broken if you can beat it with a bad build; broken things don't work.
RLs are a whole different kind of animal. They are built around random generator, so there is no bypassing the lemons life may give you, they are also built around dying a lot and restarting not being detrimental to the gameplay.
Same goes, or should, for any RPG. The random element is present even in scripted games if you don't have the meta, and dying a lot is generally what happens when a game is challenging, whether or not it's because of randomness or you making the wrong decisions in combat.