undecaf
Arcane
- Joined
- Jun 4, 2010
- Messages
- 3,528
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.