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What character/attributes to choose for role-playing?

character roleplaying

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31 replies to this topic

#21
Wombat

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As for balancing among ability scores, actually, it's been very obvious if you read the devs' posts related with ability scores… I don't know why a part of people overlook the obvious point: The devs are making the game based on their own rules and they can adjust them in a way they like. They made a solid basis during the pre-production period so that they can only need to adjust variables later. I think they are currently optimizing the system while test-playing and, if some people want to join the process, they can do it with a cost with the upcoming beta. They sound quite confident, too. On topic, in PnP experience, the players can interpret the ability score by themselves and arrange it as a part of role-playing but, in CRPG, it's the devs who come up with the actual lines. Personally, I'd assign points to ability scores just for party chemistry and I may find it rather annoying at times if the devs try to define the PC through the stats. So, even if there are choices based on ability scores, I'll probably avoid them when I don't feel it fits my image of the PC.
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#22
Gfted1

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So, even if there are choices based on ability scores, I'll probably avoid them when I don't feel it fits my image of the PC.


Heh, Im just the opposite. If I see an option for a ability/skill response I always take it just because its there.

#23
TrueNeutral

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You can turn that off, right? I remember reading that was among the things you can toggle, dialogue option descriptors like [Intimidate] and [Athletics].


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#24
Gfted1

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Yeah I think so.

#25
Sonntam

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So, even if there are choices based on ability scores, I'll probably avoid them when I don't feel it fits my image of the PC.


Heh, Im just the opposite. If I see an option for a ability/skill response I always take it just because its there.

 

 

I do the same as you usually. But since in PoE successful skill checks are not necessarily win buttons, I may rethink my attitude. What's the point of breaking character if you get no bonuses for that...



#26
Ark Evensong

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Also, if the demo video is any indication, unless you're hyper-specialized, you'll be offered multiple attribute- or skill-unlocked options in most situations. That's pretty cool, I think.


Edited by Ark Evensong, 02 August 2014 - 06:34 AM.

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#27
MasterPrudent

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Also, if the demo video is any indication, unless you're hyper-specialized, you'll be offered multiple attribute- or skill-unlocked options in most situations. That's pretty cool, I think.

I think there's a good chance that the first conversation with attribute/skill unlocks would have a wide range of unlocks so that most players would see some locked and some unlocked and thereby be introduced to the system. As such I don't think it's a given that later conversations will have the same broad range of options.



#28
Ark Evensong

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Yeah, I know it's pretty much the tutorial, and thus a showcase piece, but one can hope, right?

 

I really wouldn't mind if like 90% of all dialog options where you try to get something done would be behind some threshold. (Set to values where most characters would unlock half or so?)



#29
Lephys

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(I used to houserule this, by the way: I allowed low-CHA brutes to flip the sign on their CHA modifier for Intimidate.)

 
Doesn't seem like a good idea to me, either for the game balance (making negative modifier a positive thing isn't a good idea and can be abused) or for the meaning of CHA stat. CHA means force of personality, it is not beautiful/ugly axis. To substitute STR for CHA is a recommended way for such situation.


Why is it not a good idea? You don't have to be ugly to be intimidating. Charisma is sort of a measure of the positive force of your personality. That's why people naturally are more accepting of, and react better to, people with high Charisma. Thus, low Charisma produces the opposite effect (people react worse to you, from the start). So, conceptually, it seems like, the lower your Charisma, the easier it'd be to intimidate people with your already-obviously-producing-negative-reactions presence.

As for the balance thing, people with high Charisma might have trouble intimidating people. Problem solved. :)


Heh, Im just the opposite. If I see an option for a ability/skill response I always take it just because its there.


Understandable in most games, but that may not work so well in this one. Or, it'll yield some interesting results, to say the least. :)

#30
averagedog

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 As a powergamer, the description of abilities and what they influence makes it more difficult to make the "correct" decisions. There are clearly no dumpstats if you want to make a well rounded character. Dividing the defensive stats among all the non might ability options was a very very smart move. The distribution does make it easier to stat out a "role playing" character though. Like lets say you make a muscular wizard with low/average might. This can reflect his physical strength but his arcane power weaknesses despite being a Wizard of the studies.

 

It has been too long for me to really remember, but has there been any mention of a release of the ruleset for this game in a player's handbook form?



#31
Gfted1

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Understandable in most games, but that may not work so well in this one. Or, it'll yield some interesting results, to say the least. :)


Not to worry. After I read you can lose a party member in the first encounters in the game if you dare to choose the rest option, I resigned myself to saving before every conversation. Captain Reload to the rescue!
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#32
Sarex

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Not to worry. After I read you can lose a party member in the first encounters in the game if you dare to choose the rest option, I resigned myself to saving before every conversation. Captain Reload to the rescue!

 

Save scummers unite!


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