Do you remember what had to be written in there?I used the computer. A actual text input box that isn't just something to name your pc, haven't seen one of those in a while.
And you are right. Instant win is not a good option, but I'm fully aware that as a single person I cannot implement such complex options in each dialogue, so I guess I'll do it in around half of them.Obfuscating win buttons doesn't make them any more interesting.
I remember because i just did it yesterday:
8008 Shamju Pk. Rd.
It's right there in the quest text (not so cleverly put in a 'mission item' because Harebrained schemes UI is complete shit for text, no matter their dialog verbosity).
You can get a complete list of the topics of the 'snitchnet' and all the other text entries in that dialog node by opening
"./525361cd623661e411004fca.convo.bytes" in the data/convos folder of the mod directory (i just grep'ed it from a console now).
Well maybe not 'complete' because from what i can see the Dragonfall engine serialization format likes to save some strings as hashcodes to earlier saved strings, probably if they refer to the same object internally because of the memory optimization of string interning. Funny enough most times the hashcodes are larger the actual string.
I'm also playing in the dragonfall standalone engine. It's going well so far.
While hiding attributes is nice, I think player should get some feedback there is gonna be a test if a risky answer is chosen.
Eg. "[Strength check]Let me in asshole or else" instead of "[Need Strength 3 to pass]Let me in asshole or else".
It is up to player to measure if he feels strong enough to try it, but it cuts down any ambiguity about nature of the check (will this line check my strength? or maybe body.. or maybe even charisma).
When you want to lift something do you ask your mom if you are strong enough too?I want to make informed decisions. When you're playing a tabletop you ask DM "Hey can I make a STR check? What's the TN?". Same deal here.
When you want to lift something do you ask your mom if you are strong enough too?
I never tell my players the difficulty till after the check, i only say stuff like "it should be easy", "it can prove difficult" "if you fail it could end up being dangerous for you or the rest", etc.
You get to decide if you are feeling lucky or capable enough to tackle the problem.
When you're trying to lift some weight, first, it's obvious what stat you'll be checking, second, you have a way to assess difficulty.When you want to lift something do you ask your mom if you are strong enough too?
That's exactly how I went when I was DMing in the past. If the players are well informed everything should be okay - "Well, he seems like a very muscular guy, you'll need something like divine intervention if you want to throw him out of that window." seems like a good hint to use a fate point if you want to. I don't like giving meta information in the form of numbers, I'm trying to communicate it through words.When you want to lift something do you ask your mom if you are strong enough too?
I never tell my players the difficulty till after the check, i only say stuff like "it should be easy", "it can prove difficult" "if you fail it could end up being dangerous for you or the rest", etc.
You get to decide if you are feeling lucky or capable enough to tackle the problem.
When you're trying to lift some weight, first, it's obvious what stat you'll be checking, second, you have a way to assess difficulty.
When you're presented with a dialog option like "Let me in, asshole, or you'll be really sorry for the consequences" it's anyone's guess what kind of a check the designer had in mind.
That's interesting. Do you have more information?IIRC the guy that made NH was an aspiring Hollywood writer.
Then make them more descriptive. If the player doesnt know what the fuck you are asking of him its you who is failing. If you need to tell the player exactly what hes doing with a neon sign, then you are failing x2.When you're trying to lift some weight, first, it's obvious what stat you'll be checking, second, you have a way to assess difficulty.
When you're presented with a dialog option like "Let me in, asshole, or you'll be really sorry for the consequences" it's anyone's guess what kind of a check the designer had in mind.
Never ran into this problem, if the implications are grave, then players will use those resources to secure a success.yes i also love spending my fate points/dice pools in vain or just hoarding them till i die because the gm is a dick
Meh, it's more convenient to tell the TN and have the result rolled and verified by everyone.When you want to lift something do you ask your mom if you are strong enough too?
I never tell my players the difficulty till after the check, i only say stuff like "it should be easy", "it can prove difficult" "if you fail it could end up being dangerous for you or the rest", etc.
You get to decide if you are feeling lucky or capable enough to tackle the problem.
It means much more guesswork too. Specially since stat checks tend to be fixed in CRPGs.In a game not disclosing check and difficulty leads to much less reloading.
Which is quite a shitty mechanics in the first place. So if you're really set on rolling with it, better make it as unobnoxious as possible.Specially since stat checks tend to be fixed in CRPGs.
Yeah. That also results in the target numbers keeping increasing throughout the game, often ilogically. Like it's the same type of lock but at the starter area it's difficulty 15 to pick but in the endgame area it's difficulty 90.Which is quite a shitty mechanics in the first place. So if you're really set on rolling with it, better make it as unobnoxious as possible.
But it would be oh sooooo much better to develop actual non-combat mechanics.
Thats a problem with shit incoherent design tho. It has been adressed in 5e in a way, by keeping the numbers low even at high level so that some DMs dont feel the need to inflate difficulty.Yeah. That also results in the target numbers keeping increasing throughout the game, often ilogically. Like it's the same type of lock but at the starter area it's difficulty 15 to pick but in the endgame area it's difficulty 90.
Yeah, it's not a consequence of fixed skill checks directly but they tend to encourage that type of shit.Thats a problem with shit incoherent design tho. It has been adressed in 5e in a way, by keeping the numbers low even at high level so that some DMs dont feel the need to inflate difficulty.
I know it's kinda bad taste to give praise to Vogel, but I think in Geneforge he was on the right track with living tools and the way traps were disarmed.Yeah, it's not a consequence of fixed skill checks directly but they tend to encourage that type of shit.
Also another problem with CRPGs is that stat checks tend to have binary success/failure outcomes due to limited/lazy design, which is even more annoying if you add dice rolls.
Why? the man used to be good at his job.I know it's kinda bad taste to give praise to Vogel