Yosharian
Arcane
Ahhh. The image wasn't showing on my mobile. Now it makes sense, haha.Not sure if I'm being trolled at this point, but... do you mean Josie Maran?Josie Moran was always hot
Joke.
See the parrot~
Ahhh. The image wasn't showing on my mobile. Now it makes sense, haha.Not sure if I'm being trolled at this point, but... do you mean Josie Maran?Josie Moran was always hot
Joke.
See the parrot~
I actually ended up getting caught by that in my first playthrough of Dead Money and i had to kill him because there was no way to convince him. Yeah, i don't mind having visible skill checks if it means i have to actually read them if i don't want bad shit to happen to me. Basically forces the player to read the actual check and tells the player that passing a skill check is not always a good thing.There is a solution to the problem, put in "gotchas" like the barter checks with Dean Domino in Dead Money.
They were. Let's take an example from Fallout 1: in Shady Sands, you can talk with a farmer and have an option to tell him to apply crop rotation (or something like that) to gain better produces. To get the option, however, you need high enough Science. With insufficient Science, the option wouldn't appear at all. This, IMO, is exactly what you said about 'if my character supposed to be smart, then as a player you should know what the smart option is'. Basically, if I make a character with high Science, then the game should react accordingly and provide the options exclusive only to character with high Science. But if I'm not playing a character with high Science, and not even planning to make a scientific character at all, then I will not expect the game to, for some reason, list scientific option, and even options I won'tbe thinking of choosing anyway, which is exactly what New Vegas did. Although, to be fair, the real problem with New Vegas is that they wanted to show off those goofy dialogue lines your character will be speaking when they don't have sufficient skills but they try anyway. I assume it's their way of trying to please both hardcore and casual audience.New Vegas does this. The Shadowrun trilogy does this. Even Age of Decadence does this. Tagging dialog options with the governing skill has become the new standard, and that's stupid. Fallout, Fallout 2, Arcanum, Planescape Torment - none of these classics that routinely win on Codex Top 5 lists did this. And they were better RPGs for it.
Were they, though? To me, visible tag skills are a tradeoff between the better RPG (ironically) and the most fun game. Because while I think New Vegas is a better RPG for plainly displaying what is the smart option to take (if my character is supposed to be smart, then me as a player should know what the smart option is), whereas Arcanum had the most fun interactions because I had to think for myself before choosing the dialogue options, which pretty much defeats the purpose of having high Intelligence to unlock dialogue options if I as a player can still fuck up and make the wrong call.
Hence, why I'm looking forward to Colony Ship RPG. Even though they seemed like they'll still tag the dialogue that's checking relevant stats/skills, *at least* the most obvious options that's available to characters with sufficient stats/skills wouldn't guarantee that players will get exactly what they want. Instead, there will be different degree of success (and failure). It's not 100% what Yosharian talked about, but they're in the right direction. Oh, and also Disco Elysium.Speech checks should be buried inside complex dialogue trees that involve actual thought and reflection. You should have to make a series of difficult choices about what to say, using intuition and your knowledge of the person you're speaking to, before having a Speech check finally at the END of the tree, once you've successfully navigated the tree and avoided bad dialogues.
New Vegas does this. The Shadowrun trilogy does this. Even Age of Decadence does this. Tagging dialog options with the governing skill has become the new standard, and that's stupid. Fallout, Fallout 2, Arcanum, Planescape Torment - none of these classics that routinely win on Codex Top 5 lists did this. And they were better RPGs for it.
Were they, though? To me, visible tag skills are a tradeoff between the better RPG (ironically) and the most fun game. Because while I think New Vegas is a better RPG for plainly displaying what is the smart option to take (if my character is supposed to be smart, then me as a player should know what the smart option is), whereas Arcanum had the most fun interactions because I had to think for myself before choosing the dialogue options, which pretty much defeats the purpose of having high Intelligence to unlock dialogue options if I as a player can still fuck up and make the wrong call.
I won't last, but that's because I've replayed it 3/4 times already.You think you like it but you actually don't. Reinstall it and go play it for a week. I doubt you'll last.
See? You couldn't even finish it.I won't last, but that's because I've replayed it 3/4 times already.You think you like it but you actually don't. Reinstall it and go play it for a week. I doubt you'll last.
I would argue that, whenever people are talking about character skills always trumps player skill 100%, or at least from my personal argument, we were talking within context of Top-Down|Isometric|Turn-Based cRPGs vs. FPP/TPP Action-RPGs. When we say 'character skill', we really meant literally the stats and skills listed in the game. And more importantly, the 'player skill' we talked about were something like twitch reflex, hand-eye coordination, player's real-life dexterity, etc etc. It's more within context of comparing how one RPG is more RPG than the other, with the primary example being Fallout 1&2 vs. New Vegas.Depends on how you define RPG, really. I find the idea that character skill always trumps player skill 100% to be misguided. It's more of an interplay between player and character. After all, you come up with the combat tactics, you pick the dialog options, you choose which quests to do and which not to do. In a pen and paper session, a good DM will make you play out the persuasion skill check by having you actually try to persuade the NPC, and maybe even give you a bonus or malus to your roll depending on how well you argued, rather than just saying "ok make a roll and if you succeed, you convince the guy". After all, RPGs are games and should be fun. If you reduce the player-driven gameplay all the way to the point it's pure character skill, the game would essentially run on autopilot.
In pen and paper RPGs the DM doesn't hand you 3 dialog options and tells you "ok, the first one has the highest chance of success, followed by the second one, and the third is only available to you due to your high int". He says "all right, try to persuade this NPC then and try to keep the persuasion attempt in character".
Proper RPGs involve plenty of player skill. Playing your character properly is a skill, too.
I still holds the view that any proper RPG will have character's skills trumps player's skills, but not 100% anymore. More like 10% player's skill (of playing the character properly) + 90% a mix of character's skills and gameplay system (like the background mechanics (in cRPGs) or DM's creativity (P&P), and dicerolls in both).
RP XP has always been around. Even 3.x had it.I still holds the view that any proper RPG will have character's skills trumps player's skills, but not 100% anymore. More like 10% player's skill (of playing the character properly) + 90% a mix of character's skills and gameplay system (like the background mechanics (in cRPGs) or DM's creativity (P&P), and dicerolls in both).
There's one thing I really like about D&D 5E - at least I think it's in 5E, it's been a while since I played it. Might have been GURPS or even Numenera instead. Anyway, doesn't matter which PnP system it is from exactly.
The system I'm thinking of had a rule that allowes the DM to give the player additional XP or points he can use as a bonus during some actions, as a reward for playing his character right. That's pretty damn great as a mechanic since it greatly encourages playing your character properly. Usually, there's nothing really stopping you from using an objectively smart tactic as a low int character, or using a tactic that is slightly devious as a lawful good character. But this encourages players to play their characters in a way that fits them. The berserker charged the enemy in an almost suicidal frontal attack when the party was ambushed, and the rest of the party had to adapt their tactics to his spontaneous attack? Get a point for playing the character properly. The female bard spends half an hour flirting with and seducing the guards so the party's rogue can sneak into the building and steal whatever the party need from there, drawing out the scene for long enough to let the rogue get out again without the guards seeing him? Get a point for playing the character properly. Etc.
Something like this could be great in a cRPG too, but would require a system that recognizes when the character acts consistently or inconsistently. Usually there's no penalty to a player acting wildly inconsistently during the game. Maybe there should be something to encourage consistency. That would be great.
This. Would brofist seven times if I could.New Vegas does this. The Shadowrun trilogy does this. Even Age of Decadence does this. Tagging dialog options with the governing skill has become the new standard, and that's stupid. Fallout, Fallout 2, Arcanum, Planescape Torment - none of these classics that routinely win on Codex Top 5 lists did this. And they were better RPGs for it.
Were they, though? To me, visible tag skills are a tradeoff between the better RPG (ironically) and the most fun game. Because while I think New Vegas is a better RPG for plainly displaying what is the smart option to take (if my character is supposed to be smart, then me as a player should know what the smart option is), whereas Arcanum had the most fun interactions because I had to think for myself before choosing the dialogue options, which pretty much defeats the purpose of having high Intelligence to unlock dialogue options if I as a player can still fuck up and make the wrong call.
Depends on how you define RPG, really. I find the idea that character skill always trumps player skill 100% to be misguided. It's more of an interplay between player and character. After all, you come up with the combat tactics, you pick the dialog options, you choose which quests to do and which not to do. In a pen and paper session, a good DM will make you play out the persuasion skill check by having you actually try to persuade the NPC, and maybe even give you a bonus or malus to your roll depending on how well you argued, rather than just saying "ok make a roll and if you succeed, you convince the guy". After all, RPGs are games and should be fun. If you reduce the player-driven gameplay all the way to the point it's pure character skill, the game would essentially run on autopilot.
In pen and paper RPGs the DM doesn't hand you 3 dialog options and tells you "ok, the first one has the highest chance of success, followed by the second one, and the third is only available to you due to your high int". He says "all right, try to persuade this NPC then and try to keep the persuasion attempt in character".
Proper RPGs involve plenty of player skill. Playing your character properly is a skill, too.
That they are also all about character skill is pretty much unrelated given the natural bottleneck of the interface separating one from another.Role Playing Games
But that's a whole load of bullshit and the entire idea that in practice there exists a tradeoff between player and character skill is fallacious and leads to worse games.I would argue that, whenever people are talking about character skills always trumps player skill 100%, or at least from my personal argument, we were talking within context of Top-Down|Isometric|Turn-Based cRPGs vs. FPP/TPP Action-RPGs. When we say 'character skill', we really meant literally the stats and skills listed in the game. And more importantly, the 'player skill' we talked about were something like twitch reflex, hand-eye coordination, player's real-life dexterity, etc etc. It's more within context of comparing how one RPG is more RPG than the other, with the primary example being Fallout 1&2 vs. New Vegas.
In my personal opinion, New Vegas is much less of an RPG in the face of Fallout 1&2, and I don't mean it just because Fallout 1&2 had turn-based combat gameplay. In New Vegas, you have to go through those shitty lockpicking/hacking minigames with their outcome largely influenced by player's skills instead of character's skills influencing the outcome of such attempt like in Fallout 1&2. In New Vegas, you as the player have to be vigilant to spot traps like landmines, wires and pressure plates on the ground, instead of character's Perception noticing such things and relaying the information to you so that you as the player will move your character more carefully (and also, disarming landmines is only a matter of quickly approaching the mines and click on it as soon as the crosshair is within the vicinity of the mines, instead of disarming it being dictated by character's skills). At least, in case of noticing traps, iirc there's companion perks that lets you do that, and any other traps other than landmines DOES requires character's skills, but still.... they are lacking when compared to Fallout 1&2.
The only Action-RPG gameplay that I will approve of that the game is as much of an RPG as any other would be that of the Gothic(s), and to a lesser extent, V:tMB. The Gothic(s), especially, since despite of still needing player's twitch reflex and hand-eye coordination to play, the stats and skills plays such a significant role that they managed to suppress player's skills to the point that we, as the player, have to play to the 'rhythm of the gameplay mechanics'. In case of V:tMB, while you can still just play them like any other Action-RPG, the gameplay mechanics still largely involve character's skills, much more than New Vegas I'd say despite of the whole mechanics seemingly simplified to accommodate the transition from P&P to computer format. Oh, and both have no shitty minigames when it comes to lockpicking (and also hacking in V:tMB), so it was big plus for me.
Having said all that, all those things you written that I underlined and put in bold, at first I don't exactly agree that they, individually, count as player's skills, and more like our intellect and wits when getting involved with the gameplay. Then, I read your last line, and concluded that all those things combined DOES amount to 'playing your character properly', and thus, 'player skill'. Hence, the from me.
I still holds the view that any proper RPG will have character's skills trumps player's skills, but not 100% anymore. More like 10% player's skill (of playing the character properly) + 90% a mix of character's skills and gameplay system (like the background mechanics (in cRPGs) or DM's creativity (P&P), and dicerolls in both).
Yeah, but where is the cRPG that we all waited and hoped for to implement all that? Before, I falsely mentioned that in New Vegas, we can be granted companion perk to spot traps, when in truth it was from a mod, and I vaguely remember it doesn't even use perception to spot traps. Also, like I mentioned, the Gothic games made your character clumsy at combat until he's trained to wield one-handed or two-handed weapons, and even when you've trained your character the players still need to be completely engaged with the gameplay by playing to the rhythm of the mechanics.For most abilities it is trivial to isolate player skill from the game when necessary. Combat controls are naturally very limited and abstract in a computer game, so even in an action RPG with FPS-style controls there should be no problem making a clumsy and unskilled character clumsy and unskilled even when played by a pro - after all the player only tells the character where, when and what they want them to do - how they actually do it can fully depend on the stats.
Another example - perception, finding traps and all manner of small details - even in a highly detailed FPP game it's a matter of flagging whether or not to render something based on a stat check - voila, noticing things skill is now both 100% player skill and 100% character skill in your game.
You know idiot savant is a thing, right? Take a look at one of character background in ArcanumIronically, the one stat that cannot be isolated this way is intelligence, so it's not twitchy games that are the problem here, but the fact that in a cRPG you have no way to stop a player playing retarded character from playing them as tactical genius.
It's not a direct example, but let's go ahead and use it anyway. In case of Arcanum, an idiot savant character are 'brilliant with a keen grasp of numbers and mathematics', yet they talk as if they had much lower Intelligence and, thus, can only spoke unintelligible words barely understood by anyone. Now, let's turn this example around and take a look at actually playing a retarded character. If it's possible for idiot savant to be a playable character background, who can only talk in unintelligible manners yet for some reason excel at working with numbers and mathematics, why is it a problem for players to play an actual retarded characters that can manage themselves in a combat situation like a tactical genius? Also, what if players want to play as half-ogre characters whose intellect and reasoning are designed by devs to be stunted compared by other race? They'll have brute strength attribute that surpasses all of the other races, and with whatever possible growth they can muster, they can gain experience in combat skill like melee and become dexterous. In time, this kind of character can simply approach an enemy and beat/hack/cleave them to death and survive many combat situation, and while not exactly coming out as tactical genius, isn't it possible for such characters to be played for fun?You were institutionalized at a young age and believed to be mentally handicapped. After several years, the institute lost funding and you were turned out onto the street with nothing more than the clothes on your back. You are brilliant with a keen grasp of numbers and mathematics, but you are barely able to talk. You gain a significant bonus to Intelligence (+6) and an exceptional bonus to your Gambling skill. However, years of being locked away makes you suffer physically and emotionally. You talk as if you had a much lower Intelligence and you suffer penalties to Strength (-1), Constitution (-1), Dexterity (-2), and Willpower (-2).
But what if one wants to play as a mad scientist? Or just plain scientist who make all of their equipment by themselves? Can an 'Eloquence' stat substitute an attribute that act as a stand-in to intellect and reasoning, that are required to learn and master advanced skills like crafting your own energy weapon?For that reason I argue that intelligence attribute has no place in cRPGs, because it's either going to be broken or the entire game will suck as a game. Have an "Eloquence" stat if you want a difference in general ability to conduct dialogue, have all manner of specific stat checks in your dialogues whenever they make sense in given context, have magical affinity for spellcasting, but intelligence, as an attribute, needs to go.
More reasons why Fallout (and to an extent, Arcanum) is the best cRPG ever made. Why? Because that thing you said about skills 'affect everything else without our say'? Those doesn't exist in Fallout and Arcanum. That is because the decision to lockpick/hacking something or not is entirely up for the players to choose. Decision making, as JarlFrank said, is part of player's skills. This is very clear especially in Fallout because you as the player need to consciously bring up skill dex, choose 'Lockpick', and then choose the locked doors or containers where you want to attempt the lockpicking.We talk about visible stat checks being a problem since they remove the need to think things logically, and yet skills, ultimately, affect everything else without our say. Lockpicking and hacking determine our ability to unlock a safe or hack a computer, and there's 0 player involvement in that: just character skills.
First thing first, I never said anything about hacking and lockpicking 'depends entirely on player skill', instead, I said, "In New Vegas, you have to go through those shitty lockpicking/hacking minigames with their outcome largely influenced by player's skills instead of character's skills influencing the outcome of such attempt like in Fallout 1&2."I personally refuse to acknowledge "in New Vegas, hacking and lockpicking depends entirely on player skill" for two reasons:
First, because there are skill checks in place to see whether or not you are able to engage in the lockpicking/hacking minigame. A better example would be Skyrim: there, unless I'm mistaken, nothing stops the player from lockpicking any chest on the game, short of the amount of lockpicks you have.
This is a question to you and DraQ. When you guys are talking about 'dumb characters being played as a tactical genius', what do you really mean by that? A high-STR, low-INT character who just punch everything to death? If yes, then.... is that really a problem?Second, because as DraQ has mentioned, nothing stops a dumb character from being played as a tactical genius by players. Player skill is inherently present in this games: we can't do without it, and this is especially obvious in what's arguably the most lauded and memorable feature of the Fallout (and Arcanum, as an extension) games, which are the low Intelligence runs. But these are rendered moot when you approach battles as chess games. Why is it that a hacking minigame, which requires a minimum skill level to access it and is reasonably easy to beat any worse than low Intelligence runs in games where playing a low Intelligence character doesn't mean the player will behave as a retard?
When did I ever say that?Ironically, you are calling Fallout and Fallout 2 for being the better RPGs as "your stats don't determine your chance to succeed in dialogue", but your stats most definitely determine the entirety of your chance to succeed in lockpicking and hacking.
This?If an RPG is designed in such a way that you *can't* fuck up just because you have high enough stats and skills when navigating dialogue (or even any other non-combat options, honestly), then people will start calling it CYOA.
More reasons why Fallout (and to an extent, Arcanum) is the best cRPG ever made. Why? Because that thing you said about skills 'affect everything else without our say'? Those doesn't exist in Fallout and Arcanum. That is because the decision to lockpick/hacking something or not is entirely up for the players to choose.We talk about visible stat checks being a problem since they remove the need to think things logically, and yet skills, ultimately, affect everything else without our say. Lockpicking and hacking determine our ability to unlock a safe or hack a computer, and there's 0 player involvement in that: just character skills.
This is very clear especially in Fallout because you as the player need to consciously bring up skill dex, choose 'Lockpick', and then choose the locked doors or containers where you want to attempt the lockpicking.
Besides, why is 'skills affect everything without our say' a bad thing?
I worded it that way because I'm completely aware that the lockpicking and hacking sequence of New Vegas were divided into 5 rigid threshold of Very Easy (0% skill needed), Easy (25%), Average (50%), Hard (75%), and Very Hard (100%), and that's it. That's it with character's skills involvement in one of supposedly important moment-to-moment gameplay for certain archetype of character in an RPG. The rest of this sequence is up to player's own dexterity of finding the 'sweet spot'.
Also, gating the attempt to arbitrary numbers such as those is no fun to me because then I can't play a high Luck character who can still try lockpicking a high-difficult lock with insufficient skill, and still succeed; or failed miserably due to a critical failure that lead to the door/container being jammed (and in better games, players will be granted options to brute-force their way through the lock by crowbar and/or explosive, thus eliminate the need for save-scumming).
This is a question to you and DraQ. When you guys are talking about 'dumb characters being played as a tactical genius', what do you really mean by that? A high-STR, low-INT character who just punch everything to death? If yes, then.... is that really a problem?
When did I ever say that?Ironically, you are calling Fallout and Fallout 2 for being the better RPGs as "your stats don't determine your chance to succeed in dialogue", but your stats most definitely determine the entirety of your chance to succeed in lockpicking and hacking.
This?If an RPG is designed in such a way that you *can't* fuck up just because you have high enough stats and skills when navigating dialogue (or even any other non-combat options, honestly), then people will start calling it CYOA.
That doesn't necessarily mean I'm saying, "your stats don't determine your chance to succeed in dialogue". In fact, I even added that bit about "any other non-combat options", which includes lockpicking and hacking.
You don't even have to think about which option would be the best from the viewpoint of your character... you just pick the option tagged with a skill because that's obviously better than the non-tagged options.
Oh, and also, in Arcanum, players DOES have alternative options when lockpicking attempt failed and jammed the lock; we can simply plant an explosive or brute force the lock by attacking it.
it was just boring and completely unrewarding
This is just straight up bullshit. Several quests require high investment into a specific skill to get the "best" ending, and that would require several levels to get it. And this would end up with you not having enough skill points to put into some other skills that would allow you to do that for other quests. Several quests also didn't had a "best" ending, some had some with their own specific benefits and if you wanted a specific reward, you have to invest into a specific skill.You did not need to do anything to have the best ending to almost any quest.
Which is exactly what I said-"almost any quest", which is basically the same as "several quests" out of more than a hundred. Several quests too far in between is nothing, especially compared to how relatively harder it is to level up these skills in Fallout 1/2. Having these skills meant you had to make a reasonable compromise with other important skills. You need no such compromise in Fallout 3/NV, as combat skills are far less important and skill points are abundant.This is just straight up bullshit. Several quests require high investment into a specific skill to get the "best" ending
Saving and reloading until you pass a skill check is metagaming, it hardly counts as roleplaying. It is akin to reloading and leveling up whatever skill you need in New Vegas and then returning, knowing exactly what you need and how many points short you were of passing it.You could get the best ending in all quests in Fallout 3 because Speech was a chance to succeed, just requiring to save and load until you get it. Can't do that in New Vegas.
Yum.
Trying modding up NV atm, won't give up this time.
Probably.
Saving and reloading until you pass a skill check is metagaming, it hardly counts as roleplaying. It is akin to reloading and leveling up whatever skill you need in New Vegas and then returning, knowing exactly what you need and how many points short you were of passing it.
No, because failing a skill check to get the "perfect ending" does not hinder your progress, being decimated does.An enemy decimates you, you go back and level up then kill it, is this also akin to "Saving and reloading until you pass a skill check"?
No, because failing a skill check to get the "perfect ending" does not hinder your progress, being decimated does.An enemy decimates you, you go back and level up then kill it, is this also akin to "Saving and reloading until you pass a skill check"?
Have... have you ever been to the DC area? It's forests and swamps. As in, great land to grow crops in.Not exactly, I argued that no one can grow crops cause it's a rocky wasteland, too many rocks to grow anything of size.
I obviously wasn't talking about actual DC, but the DC in fallout 3.Have... have you ever been to the DC area? It's forests and swamps. As in, great land to grow crops in.Not exactly, I argued that no one can grow crops cause it's a rocky wasteland, too many rocks to grow anything of size.
Except that water doesn't hold ionizing radiation very well and as such, over the course of 200 years, would have given much of it up to the soil, which can hold onto it extremely well. So the whole purifier is kinda pointless.if you decide to quit, the game implies that basically everyone will either die or become mutated to the point of monsters.
If it's 5E, then you're describing inspiration points, which aren't XP but can be spent the way you describe.The system I'm thinking of had a rule that allowes the DM to give the player additional XP or points he can use as a bonus during some actions, as a reward for playing his character right.