Bloodlust
Look, Ma! Two Heads!
Heh,this might be the first time that i actually saw kaghan posting a valid comment
Gee, welcome to Traits.Nekid said:I've read through most of what is said here, and there is something I would like to add in regards to grouping certain skills.
As a character, you have a certain upbringing. You could have been a person that brawled with your hands or with a big stick.
You could have been a person that was charasmatic and got along with everybody and was able to talk outta situations and get what you wanted by trading.
You could have been a person that kept to yourself and read books; you learned to repair stuff, how stuff works and survival tricks you could use in the wild.
You could have been brought up as a thief, so you learned the tricks of the trade: stealing, lockpicking, sneaking around, setting traps and learning the ins and outs of gambling.
Then you could have been raised with a firearm in your hand, learning to have steady hands, patience and sharp eyes.
...Nekid said:{I know the above could be argued that environments could also expose you to a wider array of skills then the above let you. By saying you've been raised in a crime environment, but spent time doing your homework(reading). My response: you obvisouly have to draw the line somewhere not only for balance but for semi-half-assed reality}
Grouping them makes sense in the true ways of Role-Playing; you are being somebody that you make up, not somebody that is going to make the game the easiest for you.
And how is that really different from Fallout? The fastest way to complete the game is by utilizing science, sneak and speech. But a lot of different ways are possible too.Nekid said:Shadowrun for the Genesis was a good transition from P&P to RPG. Why? Because the game allowed for you to successfully play the game as various characters equally. You could be a computer hacker, but yet still procede through the game well enough; you could make lots of money, buy the best stuff and equip NPC's. As a warrior you could become a really good fighter and go through the game that way. And etc...
Wait, what? Bullshit. It's just a covert way of putting classes in the game. It makes it extremely unprofitable to do anything but stay within your starting class, which is exactly what Fallout's SPECIAl system was designed to avoid, like GURPS.Nekid said:The main opposition to grouping skills is that it will unbalance the game. Yeah...it will unless you set the game up to have a path for each and every character type. For Fallout, this is extremely hard and would require VERY dedicated scripting througout the entire game to provide an equalness about it.
Yet again: why are you trying to change it like this? What are you trying to achieve by implementing a form of classes in the game, which really add nothing and in fact force the player into one of several roles you have predefined. It's also even more unbalancing because it's clear that certain 'roles' are more powerful than others, since for 'crime' and 'army' it's more tagged skills than for 'medic', while medic was already underpowered and 'crime' and 'army' were already very important.Nekid said:There is another group to consider, combat and non-combat. Perhaps it could work under the principle of this: You can pick a group as your enviroment: crime, army, medicine, books, or boxing(martial arts). Then an item outside your "group": 9mm pistol, bozar, laser pistol, brass knuckles, knife, darts, first aid kit, big doctors bag, black ninja getup(?), lockpicks, some drug that induces sleep, an unexploded land mine, a computer or pip-boy, repair kit, mirrored shades, mirrored shades(yes it is supposed to be repeated), loaded dice, tent. It could also be brought on by teachings
So in the sense of Roleplaying:
"Johnny grew up in a crime filled enviroment, his entire life he has been stealing, rigging up "accidents" for payment, and just general mischief. He also happened upon a laser pistol when he was young and has had limited practice due to scarceness of ammo."
From this, Johnny's enviroment(group) would be "crime", and his item would be energy weapons.
How it could be implemented would be like this: For Johnny, every 5 pts you put into crime, it would raise everything under crime by 2. And his energy weapons would act like the ole' tagged skill. BUT Johnny would not be able to put into any other "group", but he could put onto the individual skill.
Example: Johnny could not advance "medic" but he could advance either first aid or doctor.
If a point is put directly into a skill under the tagged "group", then it would increase faster than normal, but less then a tagged...1.5 just for sake of an example.
If Johnny was brought up in a hospital and takes on the "group" medic, then every 2 pts into medic, the first-aid and doctor skill would go up by 2.
By working the above, it returns the same as a tagged skill does. for every pt you put in, you get two out. so the amount you need to put in to increase all skills under the "group" by two is dictated by the number of skills under the "group".
Phew....
Yet the perceived problem has still not been firmly established. The perceived problem is that people can advance certain skills without having used them.Nekid said:Now the comment to the original post.
That system is indeed nice and does restrict to a more realistic RPG approach; per your diplomat going to sniper from saved up skills points. But this is down to the way people play their games. People cheat, import items, etc... If a person wants to play it like an RPG then they will (or atleast should) have the self discipline to follow basic realistic guidelines, ie) not saving up skill points to drastically change your character.
For the previous Fallouts, certain skills have been handicapped as there is not alot you can do with them. There is events though that require a high "non-useful" skill, but not enough to make you want to tag em. {was going to say something else here but I forgot what it was...}
ON the other hand though, by implementing this system, it gives more depth and feel to the game, as well as that little bit of thoughtfulness that just completes a game. ie) I can only become really good at something if I practice.
No, the grouping system doesn't make more sense. It only makes sense if you are stuck in the thought of predefined classes being the best way to define a history for a character. By not putting the player into predefined classes but giving him more freedom, you allow the player to be a lot more creative in his roleplaying.Nekid said:Now finally conclusion to the entire post:
It really comes down to how people treate/play their games. If they play RPGs like what they are meant to be then the "grouping" system will make sense (for further "support" check the premade characters for fallout2, notice how no tribal has either big guns or energy weapons as tagged skills? due to their environment, it doesn't offer the oppurtunity to know about these things), and your system will make sense too.
You can pick a group as your enviroment: crime, army, medicine, books, or boxing(martial arts).
Then an item outside your "group": 9mm pistol, bozar, laser pistol, brass knuckles, knife, darts, first aid kit, big doctors bag, black ninja getup(?), lockpicks, some drug that induces sleep, an unexploded land mine, a computer or pip-boy, repair kit, mirrored shades, mirrored shades(yes it is supposed to be repeated), loaded dice, tent. It could also be brought on by teachings
Traits are what you are born with...not what the enviroment makes you. (should be, but isn't exactly clean cut like that).Sander said:Gee, welcome to Traits.
Sander said:...
So? How would this 'problem' be remedied by grouping skills? Would it suddenly make combat less powerful or doctor more powerful? No, in fact, it won't. It's just a new way of assigning points to skills for, really, no reason other than 'I like it that way'.
Yet again shall I say: why would you change it like this? What's the problem you are trying to remedy?
Hrm...can't remember what I meant by this, if I remember I might edit.Sander said:And how is that really different from Fallout? The fastest way to complete the game is by utilizing science, sneak and speech. But a lot of different ways are possible too.
And the problem with Fallout was quite small, since it allowed for a lot of valid ways to play throught the game. SPECIAL wasn't entirely balanced for the game, however. Go read this thread.
Sander said:Wait, what? Bullshit. It's just a covert way of putting classes in the game. It makes it extremely unprofitable to do anything but stay within your starting class, which is exactly what Fallout's SPECIAl system was designed to avoid, like GURPS.
Sander said:Yet again: why are you trying to change it like this? What are you trying to achieve by implementing a form of classes in the game, which really add nothing and in fact force the player into one of several roles you have predefined. It's also even more unbalancing because it's clear that certain 'roles' are more powerful than others, since for 'crime' and 'army' it's more tagged skills than for 'medic', while medic was already underpowered and 'crime' and 'army' were already very important.
myself said:If a point is put directly into a skill under the tagged "group", then it would increase faster than normal, but less then a tagged...1.5 just for sake of an example.
Sander said:Yet the perceived problem has still not been firmly established. The perceived problem is that people can advance certain skills without having used them.
However, again, in the Fallout world there is little use for certain skills. Say Science or Doctor, so what this does is make the 'lesser' skills even more underpowered, since they're harder to advance, while it makes the 'better' skills even better, since they're easier to advance.
In fact, this has already been implemented in the game, but only with certain skills that weren't being used much. Outdoorsman, lockpicking and first aid are prime examples of this, since their use gives you experience.
Sander said:No, the grouping system doesn't make more sense. It only makes sense if you are stuck in the thought of predefined classes being the best way to define a history for a character. By not putting the player into predefined classes but giving him more freedom, you allow the player to be a lot more creative in his roleplaying.
This requires that you are brought up in an area that could house all of those enviroments, and do it realistically.
Yay! Let's unbalance the game by giving people a bozar, or a laser pistol. Hell why not take Advanced Power armour mk II, that doesn't fit in a group, right?
#include <iostream>
#include <conio.h>
using namespace std;
void main(){
char Ch;
cout << "Press any key to win!\n";
Ch = getch();
while(Ch!=NULL){cout<<"You WON!\n";return;}}
Skilled, good natured and arguably fast shot are learned traits, gecko skinning was a trait. So really if you want to get that pedantic about it rename trait to be more descriptive?Nekid said:Traits are what you are born with...not what the enviroment makes you. (should be, but isn't exactly clean cut like that).
Those aren't so far fetched, would someone who has only ever used automatic pistols know how to operate and reload a cap & ball pistol? Okay it's a stretch that they'd suddenly become a bad shot but unless you split the aiming part of the skill from the care, maintenance you're always going to have some shortfall in this area.Nekid said:I like it this way...yeah, didn't quite think that one all the way through. It was in an attempt to answer the problem of: "You can operate a high powerd plasma rifle, but you can't figure out how to load/fire a 9mm." or "you can do a complex surgery, but don't know the first thing about a bandage". My having them under "groups" then it links them...twas an attempt to solve that problem...
Ultimately, it is, as said above, trying to remedy the whole "i'm a good doctor, but i can't treat a minor cut".
requiem_for_a_starfury said:Skilled, good natured and arguably fast shot are learned traits, gecko skinning was a trait. So really if you want to get that pedantic about it rename trait to be more descriptive?Nekid said:Traits are what you are born with...not what the enviroment makes you. (should be, but isn't exactly clean cut like that).
Those aren't so far fetched, would someone who has only ever used automatic pistols know how to operate and reload a cap & ball pistol? Okay it's a stretch that they'd suddenly become a bad shot but unless you split the aiming part of the skill from the care, maintenance you're always going to have some shortfall in this area.
As for doctors, you can argue that they've spent so long specialising that they have forgotten basic first aid. I'm sure that high flying surgeons would be pretty useless as a GP, with out some refresher courses.
And like I said that can be easily fixed by renaming traits, as in the section not the actual choices.Nekid said:Like I said though, it isn't clean cut, but traits make up the person regardless of environment; you are born with it.
It can be explained in a dozen different ways, but for those who are so anal retentive that they want to revamp the skills such explanations don't always satisfy.Nekid said:It can kinda be explained in this...
Say what?Nekid said:I'm not saying they would be the best first aiders. By adding to the "medic" group, you increase your understanding of medical supplies and of the body organs/functions. A revamp to the system I outlined is that when you add to the "group" the actual skill points under the "group" would not increase the number beside them...but you would be better with them.
The skills are as much part and parcel of SPECIAL as the stats and traits, and the only really crappy implementation was that there wasn't enough for some skills/stats to do.Nekid said:The SPECIAL system I think is fine. Good design, crappy implentation. (I'm tinkering with the skill system...not the str,perc,etc...)
My explanation (I think anyways) does apply to the current way.requiem_for_a_starfury said:It can be explained in a dozen different ways, but for those who are so anal retentive that they want to revamp the skills such explanations don't always satisfy.Nekid said:It can kinda be explained in this...
see above, and shadowrun (genesis version anyways).Say what?Nekid said:I'm not saying they would be the best first aiders. By adding to the "medic" group, you increase your understanding of medical supplies and of the body organs/functions. A revamp to the system I outlined is that when you add to the "group" the actual skill points under the "group" would not increase the number beside them...but you would be better with them.
The skills are as much part and parcel of SPECIAL as the stats and traits, and the only really crappy implementation was that there wasn't enough for some skills/stats to do.Nekid said:The SPECIAL system I think is fine. Good design, crappy implentation. (I'm tinkering with the skill system...not the str,perc,etc...)
Ah yes, and how is that different from Fallout?Nekid said:What I meant was each quest could be done several different ways...not have different quests for everybody depending on the character you were playing. Sorry bout that.
What? You're making no sense whatsoever.Nekid said:The system outlined before isn't adding classes anymore then FO already does...it just happens to be more obvious this way. Are you saying a person with pure combat skills is the same "class" as a person with pure diplomatic skills?
No, it doesn't. It comes purely from the way in which you're trying to revamp SPECIAL so that to your mind you can put everyone into little boxes that say 'He was brought up a warrior' and 'He was brought up a sneak'.Nekid said:I'm trying to change it to try to align it in the sense of upbringing. I think the rest of what you said relates to the misunderstanding that different upbrinings would have completely different paths, instead of just having different ways of completely quests.
Have you completely and entirely missed the whole point of the Fallout GAME??Nekid said:And about being forced into roles...that would kinda be the point of a Role Playing Game. If you are good at a bringing destruction and chaos...are you going to solve a problem by talking?
Lost your reading ability? I said in the Fallout world some skills are used less. This doesn't actually make them underpowered if used in places where they matter, but the fact of the matter is that Combat skills are probably the most powerful skills in the gamesand in the world, you're going to be using them a lot because there's a lot of opportunity to use them. The same cannot be said for speech, because you need someone to talk to and something to convince him of, or of Doctor because you need broken limbs to use that skill.Nekid said:The problem is not only that of the above, but also about the relation of skills.
It doesn't make the "better" skills advance faster. But yes it does make the "lesser" ones harder to advance because of the whole fact that you don't use em, so why can you be good at them? The reason they are perceived as lesser is because there is not alot you can do with them in the current FOs. This issue of "lesser" and "better" comes from the gameworld, not from the implentation of the skill system. And they won't be hard to advance if you use them.
...Nekid said:(Why would you advance something that you don't use? Your opposal to this, I think anyways, is based on the fact that you think FO is a "do anything you want and not worry about reality/consequences" game.)
Ugh. That's first of all the point of having a background. Second of all, practice also comes from 'dry practicing'. It is assumed that, if you want to increase some skill, you've been practicing 'off-camera'. Have a little bit of imagination, kid.Nekid said:You always talk of game balance, but you haven't addressed the issue of FO reality. Can you become better at something practical if you have never done it or read about it? I'm not sure of your experiences so I can not relate an example to you. For me, I have never had any experience being a doctor...so does it make sense that the first time I pick up a scalpel I can perform complex surgeries?
You're a hoot kid. Multi-variable math being the end of mathematics. Hah!Nekid said:One problem I guess I have is how you can refute the original point by silencer about the advancement of skills...when the entire schooling system everywhere is based on starting simple(small amout of skill points) then learning new stuff(gaining skill points) so you can do complex stuff with it(high skill points).
Skill math:
<snip math>
Now, take this example to FO...a person that hasn't read/practiced math isn't going to be able to solve a triple integral all of a sudden.
First of all, those are all only *parts* of any person. The main defining point of any character in a role-playing game is (or at least should be) the player behind the character, because the player decides how the character is going to behave. Your idea of forcing that player to choose from about six types of background limits the player in his imagination and limits the freedom of the system. Hence, it sucks.Nekid said:Well then I have to ask, what is the best way of defining somebody? If it isn't how the person is brought up and what they know or anything to actually do with the person...then what?
Yeah, if you use FALCHE and cheat all that. Did you even design a character in Fallout? There were limits to how much a person could do. But your system stops someone from being good with small guns, having studied some medicine and being a dirty little pickpocket. Hence,Nekid said:So freedom is saying "I'm going to be a doctor with mad gambling skills, can shot guns, live in the wilderness and can sneak around like a ghost. I'm going to have the strength of a grizzly, perception of a hawk, endurance of a long distance runner, charasima of a world leader, intelligence of Einstien, agility of a cheetah, and the luck of Lucky Luke."
Okaaaaay. And you still don't see how the fact that there are about five roles, and those five roles determine everything about your character is limiting?Nekid said:True. Example: different start towns...but a quick convergence to the main idea. The first hour is unique quests, depending on the character, just to get you a start, then you converge.
And about being forced into roles...that would kinda be the point of a Role Playing Game.
(Why would you advance something that you don't use? Your opposal to this, I think anyways, is based on the fact that you think FO is a "do anything you want and not worry about reality/consequences" game.)
Example: different start towns...but a quick convergence to the main idea. The first hour is unique quests, depending on the character
A case could be made for anything. SPECIAL, like any system, isn't perfect there always will be some room for improvement. A skill is only useless if the designers don't allow for any opportunities for it to be used. Though out of all the skills in Fallout I still think energy weapons is the most superfluous in the game when you've already got small & big guns to aim with and science & repair to look after the technical aspects of handling an energy weapon.GhostWhoTalks said:I think combining skills is a bad idea. A case could be made for combining repair and science & doctor and first aid, but as far as other skills are concerned you really shouldn't touch them.
..Gangor said:It seems to me that the problem could be solved with a compromise: The character earns skillpoints as he earns experience (although this is probably hidden from the player) and these are allocated on the basis of use, with the chance of a skill point being allocated for a given successful action increasing as the character is awarded more skill points. In this way the character would improve in skills (s)he practices, but endless repetition of actions would not reward the player. The player could, I suppose, endlessly practise a skill in the hope that there is an available skill point, but this would be largely unrewarding.
Of course skills aren't used in the same proportions by all players. Diplomats may never use fighting skills, for example. The biggest problem I can come up with is that sometimes skills are used without the player choosing to (ie traps, outdoorsman etc). For this method of skill progression to be used passive skill use would have to be replaced with something (in the previous examples, I suppose that would be with a perception check).Sander said:This would be pretty unbalancing. Mainly because skills aren't used in the same proportions. In one small combat you'll probably use a combat skill some 8 times, at least. But the gambling skill, or the outdoorsman skill or even the speech skill is used less frequently, but would be of equal importance anyway. In other words, frequency of use does not correspond directly to usefulness.
More importantly, this system would stop people from creating the characters the way they want to see them.
No it doesn't.Gangor said:Of course skills aren't used in the same proportions by all players. Diplomats may never use fighting skills, for example. The biggest problem I can come up with is that sometimes skills are used without the player choosing to (ie traps, outdoorsman etc). For this method of skill progression to be used passive skill use would have to be replaced with something (in the previous examples, I suppose that would be with a perception check).
To your second point, of course frequency of use corresponds to usefullness - the challange for the designers is to give the player equal opportunity to use all the skills.
Nope. Take, for instance, a perfectionist character. A character that only starts to do something when they're very confident about their skills. It'd be impossible to create such a character.Gangor said:To your third, I find it debatable. Players will use the skills they wish to use, the character will then progress in those skills. How does that stop a player from developing the character they want? After all, they still have character creation, and they still will be able to choose perks. In fact, it will help players by adapting their characters automatically to their playstyle.
If you do it a lot, then it becomes an important skill. Besides, like I said, it's up to the game designers to give skills equal utility. Flawed level design != flawed game system. Furthermore, I don't see why gambling can't just be reduced to a Luck check...Sander said:No it doesn't.
The fact that you can use a certain skill more ofen has nothing to do with how important it is. For instance, you can theoretically gamble a lot, but it isn't an important skill by any means.
There's no reason why that should work at all. The point of a RPG is to achieve a task with a character of given skills - it would be good game design to make play with a perfect character impossible.Nope. Take, for instance, a perfectionist character. A character that only starts to do something when they're very confident about their skills. It'd be impossible to create such a character.
For this to work properly there would have to be equal growth opportunity for every skill, and that's almost impossible to do.
So? This is a CRPG after all...Besides that, this goes against the PnP design roots of Fallout as well.
Completely beside the point.Gangor said:If you do it a lot, then it becomes an important skill. Besides, like I said, it's up to the game designers to give skills equal utility. Flawed level design != flawed game system. Furthermore, I don't see why gambling can't just be reduced to a Luck check...
Not my point at all.Gangor said:There's no reason why that should work at all. The point of a RPG is to achieve a task with a character of given skills - it would be good game design to make play with a perfect character impossible.
...Gangor said:So? This is a CRPG after all...