- Joined
- Jun 4, 2010
- Messages
- 3,528
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Wouldn't it be much better to have hard limits to skills? Like "this lock is lvl7, your lockpicking skill is lvl4, so fuck off, git gud and come back later - but when you do we promise it's gonna be worth it"? Instead of "try-10 second resolve-critical failure-reload-rinse'n'repeat for 10 minutes and then get some scrap and ammo"?
I don't think it would. Not to me anyway.
People make mistakes, accidents happen. That's what the RNG represents. I find that stuff to be pretty pivotal for the experience where I am not the one who's doing the job by hand (which, in a proper RPG - imo - I shouldn't anyway).
Hard thresholds often feel gamey and generic (boring) to me in that they always say either "yes" or "no", but never "maybe" and I don't find that very interesting. Of course a visible timers bring up some of that gameyness too, but to much lesser extent because the abstraction of the action looks and feels more plausible and the results more organic; and there's the intrigue of trying out your limits, which you can't with hard thresholds. I guess one could say it's the thrill of the gamble, and thinking of the characters as more than just a bunch of numbers (which they of course are in practice, but feeling less so).
To me having a low chance of success and then failing a few of times is enough to tell that I am not ready yet, or I get unlucky and the lock jams... but at least I had chance to try out how ever it goes. I just recently had a stroke of good luck with few locks that I had around 20% chance to open and 45% to critically fail, even with the loot being shitty, the success against the odds felt pretty good and compensated much of the loots' shittiness.