DarKPenguiN
Arcane
What would be cool imho in the scenario you present about 'jumping over the wall' vs "talking" vs "fighting" would be far beyond a mere 3/3 or 4/2 or what have you. What would be 'monocled' would be if anyone with a small % in climbing could attempt to climb. everyone would have a chance for any degree of success but on a very diverse scale.Infinitron I'm not sure what your armchair psychology is getting at.
I do piss you off with that, don't I? :freudianjew:
No, I'm obviously not arguing for Skyrim - although Skyrim's problems aren't just systemic but also related to the type of content it offers. In a serious, non-power fantasy game, you shouldn't really be able to become the Archmage of Winterhold (or whatever) so easily no matter what stats you have and no matter what character you've built.
I'm not necessarily "getting" at anything in particular, just trying to get people to think about the way these choices are usually structured and maybe make them consider their assumptions about what is categorically more "monocled".
It's very easy to go "hurr, this game has higher skill check thresholds therefore it's harder therefore it's better". Maybe that's right sometimes, but it's something that needs to be examined.
In other words, you don't have a point, you want other people to make your point? I'm only being harsh because I don't think "exclusivity = better" is really such a dogmatic idol that needs to be brought down, I think significant exclusivity happens in very few games and people are often split on it.
If you have a break-in quest where you need climbing to jump the wall and speech to talk the guard, crudely speaking, you could set the checks at 3/3 so quite a few characters could choose either option; set them at 8/8 so that only dedicated specialists can pursue the options, or even have to give up on the quest altogether; set them at 6/4 so that som eoptions are more obscure and difficult, but there's at least an 'easier' and maybe less optimal way to progress. It's hard for me to think of situations where inclusivity adds to replayability, immersion, whatever. It's easy to think of situations where too much exclusivity might cause frustration, but that's not the same as inclusive choices.
The key problem that remains is that make the options too inclusive/easy and you dilute the consequences of each choice and also break down the general feeling of C&C over the long term, the feeling that your character building matters. Too much exclusivity might make you feel that your character can't do half the cool shit; too much inclusivity makes you feel that none of the work you put into the character over time actually enabled you to do any cool shit, it was always available in the first place.
DarKPenguiN The primary challenge to that is making all skills similarly useful without making them the same or having so many options for every challenge that it hardly seems to matter. If you can solve problem X with speech, combat, or stealth, fine, but if there are skill checks for survival, repair, science, charisma and endurance too, then we come back to the problem...
Say a D100 is rolled. The points in climbing are a modifier added to this roll. Someone with 10 points in climbing could not have the most critical failures but also could not reach the major success as well (say, vaulting the wall is set at 150 or something and they would run 10- 110 as a low/high). BUT allowing low scores to cause vastly different outcomes such as failure (the guard sees you and attacks or attempts arrest) to varying degrees of success . You climb the wall but stumble and now an additional constitution roll will determine the injury.
This doesnt pigeonhole the build and still makes a good C&C argument for builds being monocled allowing for massively diverse outcomes in situations while not making you feel you are being excluded from crucial parts of the game as a result of building towards a meta game that we know is present in most games -
EDIT- This is what makes Table Top gaming far better especially with some house rules to make all the attributes and skills viable in some way. The same could be done in Crpgs to a lesser extent but still far better than what we currently have.