Dr Schultz
Augur
- Joined
- Dec 21, 2013
- Messages
- 492
Roguey has a good point, even if the wording is troll-bait. Any probability check is gonna cause save-scumming, and that's pretty poor design. I also think adding a mechanic to reduce this chance of failure by spending stat points is making it even worse.
I think chance of failure is okay (but not good) for combat. There's a chance you miss and that makes sense. Combat is long, a lot of things happen, you can easily make up for any mistakes. Chance usually go both ways here as well -- you can get lucky and land a crit, for instance. It can add excitement.
But dialogue?
PC: [Charm - 86%... FAIL] Hey baby, how 'bout GAH FUCK INTESTINES GRAPEJUICE SHIT
NPC: Why I never! [leaves party]
Player: duh, okay, I'll keep on playing.
... or what?
I prefer a system where stats determine options, and those options are pre-determined, even if the options are failures. I mean, I'll see from the text whether or not a lie sounds good or not. If it looks like shit I'll try another option. Or fight. Or whatever.
Franky, the dialogue in your sample is bad design no matter how the ruleset works. Why on earth a non combat situation should be resolved by a single test with a binary outcome?
The problem is the encounter design, not the ruleset. Players should have more options, more possible outcomes, more agency. A flat value wouldn't change anything in this scenario.
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