Author Topic: Design Decisions: Persuade/Bluff/Intimitade  (Read 2668 times)

Legacy_CheeseshireCat

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Design Decisions: Persuade/Bluff/Intimitade
« Reply #30 on: November 28, 2010, 07:45:20 pm »


               There's another point why I hate these skill is. They are meant for a multiplayer. Read that as "party" for PnP.

I mean... If your character doesn't have one as a class skill, on low levels, it can be compensated by CHA bonus. Get in range of level 10 and the difference between what you even *can* have due to cross-class skills not only costing 2/point, but also more importantly *limited* to 1/2 max, becomes essentially "either these skills don't matter at all or you are limited to what your class's are".

Also... WTF is Appraise linked to Int while being used to haggle is above my comprehension. It's one thing to have an idea how much stuff costs, it's entirely different to convince someone to give you a discount (persuade) or to make *them* think it is more expensive (bluff).
Edit: Insert Lore here, too...

Therefore... Would I make a heavily storyline mod, I would most likely handle them in some different way.

Not to mention the Fester Pot's approach of using spells in conversation, which isn't supported in standard game at all. Though as we already discussed it with him, trying to stay too close to paper rules just doesn't work well because of mechanics and stuff, either, so you need to design and fine-tune the system really well...
               
               

               


                     Modifié par CheeseshireCat, 28 novembre 2010 - 07:46 .