Hmm, that's the crop rotation thing, right? I always assumed that one used Science.
No Science in Wasteland.
UH-OOOOOH
That reminds me of the "God of the gaps".
Wat
Hmm, that's the crop rotation thing, right? I always assumed that one used Science.
That reminds me of the "God of the gaps".
Each and every point at which it's only logical that a skill check should be applied because there's a narrow field of expertise presented, but can't be because there's no such skill present, should call for a check against the raw attribute.
That reminds me of the "God of the gaps".
It's relevant because things like defaulting to basic attributes and difficulty assignment guidelines are as old as RPG itself but seem new to youSo, I don't know how relevant that is.
No Science in Wasteland.
UH-OOOOOH
It's relevant because things like defaulting to basic attributes and difficulty assignment guidelines are as old as RPGs itself but seem new to you
I didn't know, that explains a lot.... Well, here's an example of a global Difficulty table for D20:Rude? I'm not ashamed to admit I've never played PnP.
example
He's just giving general examples you faggots, stop going on a tangent
Darth Roxor said:Each and every point at which it's only logical that a skill check should be applied because there's a narrow field of expertise presented, but can't be because there's no such skill present, should call for a check against the raw attribute.
That reminds me of the "God of the gaps".
Wat
My beatiful chart... static? Generic?felipepepe I'm not sure the designers of games like Wasteland 2 and Project Eternity would want to tie themselves to something like a static "Starting Attitude" table. It's too generic.
My beatiful chart... static? Generic?felipepepe I'm not sure the designers of games like Wasteland 2 and Project Eternity would want to tie themselves to something like a static "Starting Attitude" table. It's too generic.
What wonderful reality do you live in bro, most RPGs out there only have a binary "Quest Giver/Guy That Shoots You" as attitude... having 5 levels, that even alter all the skill checks you do against then is a RPG dream that only Arcanum ever delivered... even on Fallout the NPCs reaction to you and your karma don't change a thing on Speech checks...
Not sure what exactly you're asking. If the question is, did we use such tables internally for consistency, then the answer is no, because we didn't need to due to the small size of the team. If in the future we hire more designers and give them areas and full control over them, then yes, we'll definitely use such tables to make sure that everything is consistent and everyone's on the same page.Vault Dweller, did you use such tables to design AoD?
His understanding and arguments seem kinda weak and ill-informed tbh. Blind people feeling up an elephant.Finally you posted on the right account
It's hard to reverse-engineer a path of intent when you don't have all the info but I'm getting the impression there's no active use of attributes because they didn't want to balance a skill (lockpicking) against an attribute (strength) especially since skills are increased by using them, but attributes are not. All this talk about inconsistency feels like overthinking it to me unless it's "let's keep this ad hoc shit out."
? I'm not ashamed to admit I've never played PnP.
It's hard to reverse-engineer a path of intent when you don't have all the info but I'm getting the impression there's no active use of attributes because they didn't want to balance a skill (lockpicking) against an attribute (strength) especially since skills are increased by using them, but attributes are not. All this talk about inconsistency feels like overthinking it to me unless it's "let's keep this ad hoc shit out."
Jim the Dinosaur That assumes that the level of locks scales up as you progress through the game, which doesn't sound like inXile's style.