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TiLT wrote:Thoughts?
moomoos wrote:I don't agree with you.
High IQ/intelligence should have effect on skills that are technical, verbal etc
High perception and agility should have effect on stuff like stealing and some weapon targeting skills.
TiLT wrote:moomoos wrote:I don't agree with you.
High IQ/intelligence should have effect on skills that are technical, verbal etc
High perception and agility should have effect on stuff like stealing and some weapon targeting skills.
That has nothing to do with this thread. Please read my post again. The only thing I'm asking for is that high IQ doesn't give you more points to assign to skills. That's all.
TiLT wrote:One thing that has always annoyed me a bit about both Wasteland and the Fallout games is how the amount of skill points you get is tied to an ability score.
(snip)
So in short: Give each character the same amount of skill points, regardless of IQ. Give additional skill points per level (or whatever similar concept the game operates with), but this added amount should still be the same for every character. Just make sure that each character archetype will have enough skills suitable for his style that he won't be able to dabble overly much in other fields and still remain great at his core skills.
Thoughts?
Badunius wrote:why not use GURPS approach?
1. every level up character gain 1 + (lvl / 2) (or any other IQ independed value) points that can be spent either on increasing stats or skils
2. every skill is capped by related stat
STR/DEX for combat skills
DEX/PER for stealth skills
INT/CHA for diplomacy skills
INT/PER/DEX for technical/science/survival skills
3. so stats (combined in any way) will define maximal skill value and if you building a fighter and spending all points to raise STR/DEX/combat skills you will have lack of INT and science skills, but still you will be a good fighter
Ekaros wrote:Other way might be using less generalised skill-system. You get points for each stat and can use these only to certain skill and these can overlap. So in the end 10STR and 1INT get same amount of points than 1STR and 10INT, but they can't be spend to same skills.
krellen wrote:IIRC, IQ and Skill Points were related to learning skills by studying - not to learning skills by doing. The skill points you earned from levelling and increasing your IQ did not tie back to learning skills in the game, but only to libraries (or character creation). So a low-IQ character could still practice their Acrobatics or Rifle skill and get plenty of levels, but if you wanted to study in a library to get better at a skill, high IQ was pretty much required.
And yes, in real life, high intelligence does tie to your ability to translate "book learning" into actual skill. Learning-by-doing works for everyone, but intelligent people can learn by reading as well.
TiLT wrote:Brawling, all shooting skills, Perception, Swim, Climb, [have] no way [to] justify learning those from books.
krellen wrote:The exponential skill point cost put an upper cap on what one could learn "by theory" rather than "by practice" in Wasteland; any skill over 2-3 was generally infeasible without levelling it up by using it, thus limiting you from having "Captain Study" who knew everything just by reading books.
TiLT wrote:the most intelligent people specialize
krellen wrote:Learning-by-doing works for everyone, but intelligent people can learn by reading as well.
TiLT wrote:If I understand your suggestion correctly, you're saying that a fighter character should focus more on raising stats, while an intellectual character should focus on leveling skills
Badunius wrote:krellen wrote:Learning-by-doing works for everyone, but intelligent people can learn by reading as well.
some examples of intelligent peoples who learned martial arts by reading to the level obtainable by years of practice. There is a huge differences from what you read from books and what you learn from practical experience.
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