Recently, while playing an otherwise splendid SP module, I came across a slightly frustrating situation which reminded me of one of my pet peeves with NWN mechanics:
In my opinion
Persuade,
Bluff and
Intimidate are basically the same skills in different disguises. It's a roleplay decision which method of influencing NPCs suits your character more and it's cool that you can choose between them. What I don't like about it is the combination of the following facts:
(1) You have to invest skill points in at least one of these categories in order to be able to persuade, bluff or intimitade.
(2) Just because you're good at bluffing doesn't mean you can persuade, too. You'd need to invest in both skills for that. It's questionable whether that would make a lot of sense, you're probably better off in choosing just one. That means you make the roleplay decision only once, on character creation, and not during conversations anymore.
(3) How many skill points you have to invest is dependent on the choices the mod author made. In some modules you won't need these skills at all because the author did not cater to them - all your skillpoints are wasted in this case. In other modules the Difficulty class of the checks is rather low, so that someone who has invested in one of the skills will always succeed at them; and then there are some where you need all the skillpoints you can get in order to have a chance at success. In some modules the skills are checked all the time, in others there might only be one or two situations where you actually need them. Unless the author warns you about these design decisions, you have no way of knowing whether it will be worth it to invest in these skills and how many skillpoints would be required on average.
(4) How fast you can build up your skill and how high it will get, also depends on your class choice. Some classes are supposed to be better at persuading, others at bluffing or intimidating. And some are challenged in all three categories.
(5) In most cases you don't need any of these skills to finish a module. Successful skill checks often lead to small xp, gold or item rewards you can probably live without, if need be. What I feel is often underestimated though is that from a storytelling point of view, the paths that include success at these skill checks are often a lot more rewarding than the paths where PCs fail to persuade, bluff or intimidate. That means if you care about the story and NPCs of a module and not just about material or OOC rewards, your enjoyment of parts of the game might be seriously hampered if you don't invest in these skills.
(6) From my experience, persuasion, bluffing and intimitadion are the most popular design choices to successfully deal with an encounter, apart from brute force. The other skills are very rarely used as alternatives on these occasions and seldom have such a big impact on the story; they're mostly just game mechanics that e.g. make combat more easier or other things more comfortable for you.
So I feel there's an imbalance in the relation of how accessible Persuade/Bluff/Intimitade are to all PCs on the one hand and the nearly monopolistc importance of these skills for a satisfactory storytelling and roleplay experience on the other hand.
What are your views on that? And how do you deal with it as a mod author?
Modifié par olivier leroux, 12 septembre 2010 - 04:46 .