Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Worst skills in RPGs

__scribbles__

Educated
Joined
Jul 5, 2022
Messages
352
Location
The Void
What are some skills in RPGs that are pretty much useless?

Wasteland 1 is filled with useless trap skills. Forgery, bureaucracy, confidence, sleight of hand, clip pistol, knife fighting etc. Almost seems like half the skills in W1 were purposefully made to make you waste skill points.

Ultima Underworld is another. Traps, picklock, repair, appraise, charm, tracking, are pretty much a waste - at most being semi-useful if you invest a few points into them.

Deus Ex has the Swimming meme.

Bonus question: Is including deliberately useless skills bad design?
 
Last edited:

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,064
Anything related to money i.e. Barter, Trading, Mercantile, etc. In most RPGs you'll end up rich regardless of these skills just from looting.

Bonus question: Is including deliberately useless or otherwise impractical skills bad design?

Yes 100%. That doesn't mean all skills should be equally useful and all builds should be equally viable. However if you offer a skill for the player to choose, then you owe it to the player to create opportunities for that skill to matter.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,722
Not useless but the worst ones are the weapon skills. The kind that are tied to a very narrow weapon groups to be exact, like "daggers", "shortswords", "broadswords", etc.
Sucks to find a new magical weapon only to realise that nobody in your party can use it. Sucks even more if it's a single character RPG and you're stuck with a single weapon choice for the whole game.
 

behold_a_man

Educated
Joined
Nov 26, 2022
Messages
221
Bonus question: Is including deliberately useless or otherwise impractical skills bad design?
Or it may imply lack of time to flesh them out, or a bugged game - like intimidation in Bloodlines. Is time management a design element?
Outdoorsman and traps in Fallout 1.
Outdoorsman gets really useful if you don't know what you're doing, as it speeds up your character on the world map.
A road that on outdoorsman 20 takes X time will take ~0.63X time on outdoorsman 91.


Besides, pickpocketing has a bad tendency to be close to useless in most games.
 
Joined
Jan 21, 2023
Messages
3,769
Systems like Wasteland's and Fallout's worked better if you translated them to pnp where you had more freedom to be creative with every instance and encounter. With fixed content in a crpg, almost 2/3rds of those skills are useless.
In DE, swimming is a meme, but the final section has a rather big swimming section.
 
Joined
Mar 3, 2010
Messages
9,263
Location
Italy
sense alignment.
most of the times any non-combat charm spell.
just these days, after having heard it being heralded as the best role playing game ever, i went into baldur's gate 3 with a full charisma spellcaster loaded with charm spells. 100% dead weight, several of those spells did outright nothing and my best had a 40% chance of just wasting my turn for no effect at all.

Deus Ex has the Swimming meme.
and yet later in the game can open several new possibilities. after 20 years, i can recall at least the long flooded tunnel in paris catacombs and skipping a whole area in the underwater base.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,826
We talking just video games, or even tabletop?
My man, clearly you haven't heard of FATAL...
Anyway, in answer to your bonus question, only skills useful to an adventurer and a life on the road should be included. You know, healing, maintaining weapons and gear, speech and oratory, intimidation, infiltration, fighting, etc.
 
Joined
May 31, 2018
Messages
2,863
Location
The Present
Intimidate is usually a bad choice. It's often not used, and generally only when the player has the upper hand and can be better resolved by murder-hoboing. In situations where the player might need to avoid a conflict, Bluff is more often offered and usually better.

This also applies to Bluff. When Dipolamcy is split into Persuasion, Bluff, Intimidate... persuasion is almost always the best choice for the same reasons above.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,826
Intimidate is usually a bad choice. It's often not used, and generally only when the player has the upper hand and can be better resolved by murder-hoboing. In situations where the player might need to avoid a conflict, Bluff is more often offered and usually better.

This also applies to Bluff. When Dipolamcy is split into Persuasion, Bluff, Intimidate... persuasion is almost always the best choice for the same reasons above.
A Barbarian best communicates with his axe and fists.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,722
sense alignment.
This reminds of the ranger's tracking ability from IWD.
It only provided you with a text containing some info about your current location and warning you in advance about some potential encounters. Like "lots of lizardmen tracks, also traces of a few giant spiders nearby" or "this temple was clearly attacked by the Yuan-Ti and their troll slaves, one troll might still be here".
Technically useless but flavourful and cool.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,615
The Realms of Arkania games included various skills that were present in DSA, but made them either literally useless or nearly useless. If you take Seduce or Animal Lore or Geography or Dance, you're playing the wrong game.
 

Arbiter

Scholar
Joined
Apr 22, 2020
Messages
2,763
Location
Poland
Outdoorsman and traps in Fallout 1.
Outdoorsman gets really useful if you don't know what you're doing, as it speeds up your character on the world map.
A road that on outdoorsman 20 takes X time will take ~0.63X time on outdoorsman 91.

Fallout gives you clear directions on where to go, so it is not that important.
 

Silverfish

Arbiter
Joined
Dec 4, 2019
Messages
3,928
Unarmed in Fallout 3 (yeah, I know). The scaling between 20 and 100 amounted to about 3-5 points of extra damage depending on weapon (bare hands got the least, power fists and deathclaw gauntlets got the "most"), but the Iron Fist perk, which had no required skill level, increased damage by a flat 5 points with 3 ranks, so the optimal unarmed setup was actually with minimal investment in the associated skill.

Champions: Return to Arms had elemental weapon buffs for the wizard class which was cool in theory, but the buffs were actually bugged and would override any enchantments or socketed effects the weapon already had and then would permanently remove those effects when the buff ran out.
 

behold_a_man

Educated
Joined
Nov 26, 2022
Messages
221
Outdoorsman and traps in Fallout 1.
Outdoorsman gets really useful if you don't know what you're doing, as it speeds up your character on the world map.
A road that on outdoorsman 20 takes X time will take ~0.63X time on outdoorsman 91.

Fallout gives you clear directions on where to go, so it is not that important.
But it can get very important if you want to do a specific ironman run - the supermutant at the Necropolis can force you to go to the Mariposa base - and then what? You might be screwed if you don't have certain countermeasures, and it's convenient to have some additional time to get them, especially given the fact that those skill books are dirt cheap.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,110
The Elder Scrolls II: Daggerfall
  • Etiquette is almost completely worthless
  • Streetwise is almost completely worthless
  • Centaurian is almost completely worthless
  • Daedric is almost completely worthless
  • Dragonish is almost completely worthless
  • Giantish is almost completely worthless
  • Harpy is almost completely worthless
  • Impish is almost completely worthless
  • Nymph is almost completely worthless
  • Orcish is almost completely worthless
  • Spriggan is almost completely worthless
  • Critical Strike is bugged but does increase hit chance rather than damage
  • Dodging is bugged and decreases the PC's chance to hit rather than enemies' chance to hit!
Still a good game, though. :positive:
 
Last edited:
Joined
Jun 24, 2019
Messages
697
but bro think about the BIG MAP! trust me Daggerfall is a masterpiece look all those places that are all the same that you can explore! and all the cool shit that do not even work! best The Elder Scrolls game ever!!
 
Last edited:
Joined
Sep 1, 2020
Messages
1,458
"Bad skills" are usually good ideas, just poorly implemented.

  • Pickpocket - devs have to code a specific and rather complex mechanic that's not tied to core gameplay. They don't have time to do it properly, so they nerf it until it's useless.
  • Traps - extremely difficult to balance, because it can either do no damage or kill the player instantly. Devs go with the safe option and make traps harmless.
  • Barter - it's only balanced if the economy is balanced, which it rarely is, particularly in the late game.
  • First Aid, Doctor, Restoration magic - useless if you have 50 potions in your inventory, something which is also tied with the economy.
  • Poison/disease resistance- poisons are usually underwhelming for the same reason traps are; it's frustrating for casual players to die from poisoning without having antidotes in their inventory(or so the devs think). Even when poison can kill you, devs make sure there's always an antidote nearby.
  • Diplomatic skills - either you have a one-size-fits-all skill like Speech in Fallout, in which case it's an obvious choice if you actually want to access all the content, or you have various skills like Etiquette or Intimidation which are used 3 times in the entire game. Having multiple skills requires meticulous balancing like in AoD, otherwise it doesn't work.
 

Iucounu

Educated
Joined
Jul 4, 2023
Messages
959
Are "romancing skills" useless or just weird? Do any games use it for actual game progress, instead of just as a minigame with the weirdos player's "love interest"?
 

Cohesion

Codex made me an elephant hater.
Patron
Joined
May 14, 2015
Messages
1,323
Location
Moscow, Russia
Codex+ Now Streaming!
The Elder Scrolls II: Daggerfall
  • Etiquette is almost completely worthless
  • Streetwise is almost completely worthless
  • Centaurian is almost completely worthless
  • Daedric is almost completely worthless
  • Dragonish is almost completely worthless
  • Giantish is almost completely worthless
  • Harpy is almost completely worthless
  • Impish is almost completely worthless
  • Nymph is almost completely worthless
  • Orcish is almost completely worthless
  • Spriggan is almost completely worthless
  • Critical Strike is bugged but does increase hit chance rather than damage
  • Dodging is bugged and decreases the PC's chance to hit rather than enemies' chance to hit!
Still a good game, though. :positive:
CS and dodging are fixed in DF Unity, right?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom