Human Shield
Augur
Dialogue seems to be important in RPGs (or maybe we just think it is and a pure reaction description system could work....) but how should it work?
Key-word system; tree-branch system; mood-based response (kindly, rude)?
It takes a lot of effort to put as much options as possible, which are the most important. Which skills and stats should effect interaction.
Why can't you start dialogue in combat like space-sims with hailing systems? I want NPCs to stay sentient and not turn into robots that can either run or die during combat.
How should clothes effect reactions? Run up naked and have the guard tell you he is busy. Or selling all those fancy clothes because they serve no point.
Should you be able to talk to every peasant on the street (Morrowind) or should 'peasants' be labeled as such and just have one-liners. What about nobles that seem to blow-off everyone who wants to talk to them.
How should dumb-speak be handled?
(below is my previous post about dumb-characters)
I would put influence and being taken advantage of under wisdom (if it exists in a rule set). Wisdom is more knowing if a choice is good or not, and common sense. Intelligence is logic and knowledge, figuring out facts and data and coming to new conclusions. Charisma is talking in classy talk.
Wisdom is seeing and choosing a path.
Intelligence is identifying and clearing obstacles from the path.
Charisma effects how the path looks to others.
Maybe I could say it better but the elements are separate. There isn't a "knowledge" stat and there is a reason for that.
High Wisdom can deal with life issues.
High Intelligence can deal with logic issues.
High Charisma can deal with people issues.
A general is NOT a scientist. Experience and probably some wisdom determines his tactics. Maybe intelligence is a broad term (cognitive reasoning would be much better IMO). The general sends a scientist to figure out a piece of alien technolog, he sends his PR people to talk with the aliens (Charisma), and he sends his troops with the highest wisdom to occupy a friendly village (make the right choices in a stituation).
A scientist that sees the best course of action and can carry it out has both high wisdom and intelligence, not just intelligence.
Low Wis, High Int - Knows how it works but not what to do with it.
High Wis, High Int - Can't figure it out but knows what to do with it.
Low Wis, Low Int - Doesn't know what it does or what to do (causes accidents)
High Wis, High Int - Knows what to use it for and how to use it.
The person with high Int would design the bomb, the person with high Wisdom would say to keep it guarded and a secret, the person with high Experience would decide which city to use it on. Intelligence knows the details, Wisdom knows how to treat the idea.
Cap. Kirk would be high Wis, moderate Int.
Spock would be high Int, moderate Wis.
Now a normal person has a good amount of both, it is when players want to make abnormal characters that reactions can get tricky. But here is how I see it.
Wisdom - Better idea of outcome, see more options.
Intelligence - Solving many problems, figuring out and learning new things, remembering more facts.
Charisma - Dialogue options, level of speaking ability
Dumb speak would be low Wis, Int, and Cha. Wisdom would give the character some idea that the words would get a bad reaction (some dumb people don’t speak much), Int would give better idea of grammar, and Cha would make it charming (little kid getting their way).
A low charisma score would mean dull, inadvertently rude speak (not charming). Low wisdom would not know the right thing to ask. Low intelligence wouldn’t understand subject matter.
And on tactics, if you really want a “special needs†half-orc then they wouldn’t be gaining any experience from battle (learn nothing). Being lvl 1 with no friends would be a big limit on tactical moves.
Key-word system; tree-branch system; mood-based response (kindly, rude)?
It takes a lot of effort to put as much options as possible, which are the most important. Which skills and stats should effect interaction.
Why can't you start dialogue in combat like space-sims with hailing systems? I want NPCs to stay sentient and not turn into robots that can either run or die during combat.
How should clothes effect reactions? Run up naked and have the guard tell you he is busy. Or selling all those fancy clothes because they serve no point.
Should you be able to talk to every peasant on the street (Morrowind) or should 'peasants' be labeled as such and just have one-liners. What about nobles that seem to blow-off everyone who wants to talk to them.
How should dumb-speak be handled?
(below is my previous post about dumb-characters)
I would put influence and being taken advantage of under wisdom (if it exists in a rule set). Wisdom is more knowing if a choice is good or not, and common sense. Intelligence is logic and knowledge, figuring out facts and data and coming to new conclusions. Charisma is talking in classy talk.
Wisdom is seeing and choosing a path.
Intelligence is identifying and clearing obstacles from the path.
Charisma effects how the path looks to others.
Maybe I could say it better but the elements are separate. There isn't a "knowledge" stat and there is a reason for that.
High Wisdom can deal with life issues.
High Intelligence can deal with logic issues.
High Charisma can deal with people issues.
A general is NOT a scientist. Experience and probably some wisdom determines his tactics. Maybe intelligence is a broad term (cognitive reasoning would be much better IMO). The general sends a scientist to figure out a piece of alien technolog, he sends his PR people to talk with the aliens (Charisma), and he sends his troops with the highest wisdom to occupy a friendly village (make the right choices in a stituation).
A scientist that sees the best course of action and can carry it out has both high wisdom and intelligence, not just intelligence.
Low Wis, High Int - Knows how it works but not what to do with it.
High Wis, High Int - Can't figure it out but knows what to do with it.
Low Wis, Low Int - Doesn't know what it does or what to do (causes accidents)
High Wis, High Int - Knows what to use it for and how to use it.
The person with high Int would design the bomb, the person with high Wisdom would say to keep it guarded and a secret, the person with high Experience would decide which city to use it on. Intelligence knows the details, Wisdom knows how to treat the idea.
Cap. Kirk would be high Wis, moderate Int.
Spock would be high Int, moderate Wis.
Now a normal person has a good amount of both, it is when players want to make abnormal characters that reactions can get tricky. But here is how I see it.
Wisdom - Better idea of outcome, see more options.
Intelligence - Solving many problems, figuring out and learning new things, remembering more facts.
Charisma - Dialogue options, level of speaking ability
Dumb speak would be low Wis, Int, and Cha. Wisdom would give the character some idea that the words would get a bad reaction (some dumb people don’t speak much), Int would give better idea of grammar, and Cha would make it charming (little kid getting their way).
A low charisma score would mean dull, inadvertently rude speak (not charming). Low wisdom would not know the right thing to ask. Low intelligence wouldn’t understand subject matter.
And on tactics, if you really want a “special needs†half-orc then they wouldn’t be gaining any experience from battle (learn nothing). Being lvl 1 with no friends would be a big limit on tactical moves.