IHaveHugeNick
Arcane
- Joined
- Apr 5, 2015
- Messages
- 1,870,558
The problem starts with the ruleset. If they would cut one of the attributes and group skills under Int/Mental/Physical, it would work much better, without any additional scripting and playtesting for extreme builds.
Right now, it seems that some skills are only tagged as physical, because they wanted 6 skills per attribute. So you can make a protagonist with dumbass attributes, but he'll end up having decent level of skills that clearly require brains. And those skills talk to you, often mixing with dumb dialogue.
All four stats cover different parts of your brain, though. The voices that talk to you in your sleep--the reptilian brain and the limbic system--are Fysique and Psyche. Motorics gets the cerebellum, the motor cortex, and all the sensory bits like the visual cortex, auditory cortex etc... Intellect gets the frontal lobe.
The groupings make sense and the balance is good. High fysique and motorics both open up a lot of shortcuts. The problem is that the short descriptions for each base stat are oversimplified and/or misleading when you're going through character creation. Although it's easy to figure that out once you go to the next screen to pick your signature skill.
Oh the descriptions make sense. Well that's nice.
Meanwhile, my 1 Int / 6 Phys supermoron cop couldn't understand concept of money and he would take metaphors like "elephant in a room" literally. But ruleset skill groupings gave him high Electrochemistry. So after saying something clearly indicating huge intellectual disability he would then launch into sophisticated description of how drugs work using advanced educated language.
Yes, the groupings make total sense and the balance is good.
Maybe you should actually try to play the game you are shilling you armchair theoretician, instead of analyzing the gameplay based on descriptions on a website.
The ruleset very will might work most of the time, but it definitely has issues with low Int setups.
Last edited: