Scavenging? The game is overloaded with loot.
Overloaded with junk loot. I have yet to find a single item in good condition. So yes, I do feel like I'm scavenging junk for parts.
If not for the "repair" system, it would have been ridiculous.
No more so than....every other RPG ever released on the market, ever.
Would have added complexity?
Notice I didn't say engaging gameplay. It is entirely possible to add systems which do exactly the same damn thing, just requiring more actions from the player, ie added, unnecessary complexity.
We don't want that, do we?
No, we don't, unnecessary complexity is a sign of bad design.
Btw, what's the opposite of complex? It's not "simple" by any chance, is it?
Complexity of user action, not complexity of the mechanic. It just adds 3 unnecessary intermediary steps.
thank thee for thy honesty. Thou art a scholar and maybe even a gentleman. We might as well end the discussion here.
You still lost this round mate, bolding or no bolding.
I didn't mean "open or not" choice. I meant that when you try to pick a lock you are presented with different options, including an option to disarm different elements of a complex trap. For example, you could disable the alarm that would generate some guards if the trap is triggered, etc.
So you would choose not to disarm the alarm which summoned guards then? I'm sorry, you're mistaking failure with choice. The simple way to judge this is, if you have a 100% chance of performing an action, is there any real motivation not to? If the answer is no, it's not a choice, it's a success-failure roll.
I'm talking about the mini-game. If you aren't paying attention you'll break all your picks and fail to open the lock. It's not just clicking on it.
If you don't pay attention, you can easily walk directly into doors, too. We're talking about around the same level of "attention" here.
I was tempted to say "your brain", not because I think so, but because it was a perfect lead-in.
Touche
What about money? The beauty of the system is that a repaired item is much more expensive. So, when you "waste" items to repair, a big chunk of their value is being transfered to the repaired item.
Yes, a repaired item
is more valuable loot. So then...you're admitting that repairing items for some benefit (whether more damage or a higher selling price later) is the
primary role of the Repair skill, not to lower encumbrance?
Good, good, I'm glad you've come round to my point of few. Have a scone old chap.
That would take a very high skill and a lot of spare items of the same type.
A high skill results in high skill benefits? Stop the press!
Sounds like quite a positive thing in a role playing game, that aspect. That a high skill gives you good benefits. Why, you'd almost say it greatly enhances role-playing.
Also, didn't you say at the start that spare items are plentiful? Well then, no problem there.
in most cases the increase isn't that dramatic.
You must not have chosen a repair character like I did.
@ Hazelnut :
Really, just writing? Well, I guess it can be interpreted, but think of these more as design (which you write) - whereas writing of the text in game is the writing. I'm no expert (I'm not even pretending to make a game) so seems like a misunderstanding of what you meant in that case.
Yes, just writing. It really isn't that different from plotting out the threads of a novel. Sure, you have to be aware of gameplay mechanics and cater for player choice, but an author needs to be aware of the mechanics and rules his setting operates under. I've written short stories, been a DM for years and designed an RPG, writing the world, lore and main quest/plot isn't that different really.
I know. I was talking about the other aspects of the char system like stats, equipment etc. (see bolded)
Ah, didn't quite read that properly. I agree that the overall character system isn't anything to write home about, but isn't spectacularly bad IMHO.