Sduibek said:On that case, for that you could just consider 4= dumb, 5= no modifiers, 6= smart
Heh, yeah, but the 4-6 values don't seem to have a lot of logic behind them either, just one of those cases of "they have to have some value".
On the other thing, how do you get around save/load issue? I agree that if player knows it's a roll, they'll just keep trying. Those without meta knowledge are safe though. But see Fallout doesn't maintain variables until saved again so I don't see a way around it.
You get around it by removing it wherever you can. I really wish I could change the way skills like doctor and steal work for instance, just remove randomization altogether. Ideally, after hundreds of years of Timeslip working on sfall, I'd restrict all randomization to unsaveable combat (and then only to hit and crit rolls).
Of course, a game like FO with a luck stat should have some type of randomization in it, but then I would prefer it to be an extremely early roll, so it can't be reloaded. For instance, some big luck rolls (zeta scan, vault city test, etc.) all get done at the very start of the game, and saved in variables. Try savescumming that, you bastards! :p
Speaking of which, I hate how Fallout does skill rolls. No modifiers in most cases, just roll 1 to 100 vs player's skill. Really?? The extreme randomness of that is fucking retarded. Imagine if D&D used a D100 for everything...
Yeah, Fallout 2 solved a lot of that by ommission, but ideally they'd still have GURPS's bell curves (3d6 rolls mean that 3 and 18 are very rare).