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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="Committed Hero" data-source="post: 9203883" data-attributes="member: 15341"><p>Agreed, although I am happy if skills overlap at various edge points. </p><p></p><p>To delve into the bandit example, having a cooking skill should mean that the act of cooking is important - possibly the designer meant the game should feel realistic, or wanted to emphasize resource management. Or it's tied into the creation of potions.</p><p></p><p>I am entirely OK with the example, because the consequences were suggested/approved by the player, and because the check led to something meaningful. When a player chooses to invest points in a particular ability (assuming it's not part of a template or another way that doesn't involve choosing), I take that to mean that they want to use it, and I am on the lookout for ways to make this happen.</p></blockquote><p></p>
[QUOTE="Committed Hero, post: 9203883, member: 15341"] Agreed, although I am happy if skills overlap at various edge points. To delve into the bandit example, having a cooking skill should mean that the act of cooking is important - possibly the designer meant the game should feel realistic, or wanted to emphasize resource management. Or it's tied into the creation of potions. I am entirely OK with the example, because the consequences were suggested/approved by the player, and because the check led to something meaningful. When a player chooses to invest points in a particular ability (assuming it's not part of a template or another way that doesn't involve choosing), I take that to mean that they want to use it, and I am on the lookout for ways to make this happen. [/QUOTE]
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