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shrubber wrote:Skill / stat checks are essential, but DON'T make them obvious like that. Don't mention the skill that the dialogue option is from, and certainly don't mention the chance of success. But other than that they add a great deal to the game.
Tanglebones wrote:I think it's good to include skill checks in dialogue. This makes skills more important in general, and, to me, anyway, it makes the dialogue seem like it's actually part of the role-playing game, as opposed to... I dunno, a choose your own adventure added on to the game.
Tanglebones wrote:And I think that you should also know which skill it is that you're checking
Sobboth wrote:But problem : : with 4/6 characters how can we fail any skill check or stat/check ? Everyone will be a specialist. I mean with a single character you can't be good at everything (at least at the beginning) but with a team of 4/6 specialist ? Lots of balances issues if you want to do something challenging.
mismatch wrote:Shouldn't the skill check be made in a clandestine manner before actually showing the dialogue option?
That's how I like it anyways. If you pass the check: You get the option (With NO hint a check was involed).
If you miss out: You don't notice.
alex wrote:You know, I think that in order to capture the spirit of Wasteland and to make dialog more challenging, it might be fun to not give skill uses as dialog options. Instead, to use a skill during conversation, you just choose and use it from a list. So rather than simply exploring the dialog tree, you actually have to pay attention to figure out when these skills might be useful.
Sobboth wrote:Also maybe have you a constructive suggestion to avoid a team of 4/6 "specialists" characters to automatically succeed every skill/stat check finger in the nose ?
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