JarlFrank
I like Thief THIS much
Skill checks, especially in dialogues (persuasion, intimidation, seduction, but maybe also things like doctor), are a nice and very well-liked feature on the Codex. There are two (or three) ways to implement them, though.
The first way is a simple check whether your skill is high enough or not. If your persuasion skill is 50, you will succeed. If it's 49, you will not. Some games also have this with lockpicking: there's no skill check roll, there's just a check on how high your skill is and then you either can't even attempt to pick or you automatically succeed (Bloodlines did this).
That's a rather... well... not-so-good way of doing it, I think. Why the fuck will you fail the speech check with 49 skill points, which is just about as much as 50, while you will succeed with 50 all the time? What is this i dont even
Then there's the percentage type of implementation. Depending on your skill and the difficulty of the skill check, there's a certain chance of success. If you have a low skill and the check is difficult, you might have only 1% chance of success, while with a high skill and low difficulty it will go up as far as 99%. This way, there isn't as much of a difference between 49 and 50, since each skill point affects your chance for success.
This is considerably better than the previous way, but I prefer the D&D way, which is kinda in-between. Say, the skill check has a difficulty of 50, so you throw a D20 to determine success. you need to have at least 30 speech to be successful, and then only if you throw a 20. With 50 speech, you will always succeed. But with 49 speed, you will also succeed almost always - except if you throw a 1.
I think that's the best system. It requires the player to have a good skill, but it isn't as rigid as the "hard border" system.
So, which is better and why? DISCUSS!!
The first way is a simple check whether your skill is high enough or not. If your persuasion skill is 50, you will succeed. If it's 49, you will not. Some games also have this with lockpicking: there's no skill check roll, there's just a check on how high your skill is and then you either can't even attempt to pick or you automatically succeed (Bloodlines did this).
That's a rather... well... not-so-good way of doing it, I think. Why the fuck will you fail the speech check with 49 skill points, which is just about as much as 50, while you will succeed with 50 all the time? What is this i dont even
Then there's the percentage type of implementation. Depending on your skill and the difficulty of the skill check, there's a certain chance of success. If you have a low skill and the check is difficult, you might have only 1% chance of success, while with a high skill and low difficulty it will go up as far as 99%. This way, there isn't as much of a difference between 49 and 50, since each skill point affects your chance for success.
This is considerably better than the previous way, but I prefer the D&D way, which is kinda in-between. Say, the skill check has a difficulty of 50, so you throw a D20 to determine success. you need to have at least 30 speech to be successful, and then only if you throw a 20. With 50 speech, you will always succeed. But with 49 speed, you will also succeed almost always - except if you throw a 1.
I think that's the best system. It requires the player to have a good skill, but it isn't as rigid as the "hard border" system.
So, which is better and why? DISCUSS!!