Captain Shrek
Guest
Not really. Make a thread and I can try and explain why. You can tell me why not.Hiding the skill doesn't fix shitty design. The auto-win is still there, you just don't know which one is it.
Not really. Make a thread and I can try and explain why. You can tell me why not.Hiding the skill doesn't fix shitty design. The auto-win is still there, you just don't know which one is it.
I disagree, because point-hoarding is my playstyle. I initially started out as a "create a character concept before playing and spend points as soon as received to reinforce said concept" but I stopped this quite quickly because it's obvious that my ideas are never fully supported by the game's content itself.
If I fail a lockpicking/hacking check the same applies, and hiding the number doesn't do anyone any favors because then I'm just going to gradually increase it a point at a time until it works and just be frustrated with the jerks who chose to hide that information.
The solution to this skill issue is two-fold.
1. Success needs to be placed on a gradient, not a binary win/lose scale.
2. Failures should open up interesting content that is not accessible via success.
When you intimidate for additional payment and fail you are more likely to reload than if you intimidate and get a minor $100 bonus. There may be a $500 bonus for people of high skill that you dont know about, and an exclusive option to bluff for more backstory/something else interesting that you are missing out on for choosing to intimidate. Maybe intimidating with zero points in it leads to getting laughed at by the npc, and they offer to train you up a pip by opening up a side quest.
The point is that like in real life failure is interesting, not just a non-event.
The stealth option to get the werewolf blood was exceptionally shitty. It's easier to just kill the fucker and take the hit to humanity so you can get everything in peace.