Or being a Paladin, which require specific training and sacrifice learning some stuff a warrior would have learned.
You can also know self defence while being world-class neurosurgeon. I don’t mean you should need to be master in everything.
And if the world has magic-nullifying abilities, isn’t it just common sense to learn at least some non-magical fighting, if you expect to end up in situations like those, even if it is just to get a breather to allow you to run away.
Oh, and also, I forgot:
If someone creates a crappy build on purpose and has fun playing it, who am I to deny them that?
Those are fine, I wasn’t talking about TTRPG rulesets but the situations where you don’t have those optios.
Because enless the writer wrote it intentionally funny and hilarious, I doubt someone would enjoy collecting failure after failure.
Look what we are trying to say is that you can’t have the cask full and the wife drunk
Because this never comes up. The wizard DOES know basic self-defence, it’s just that basic self-defence works against “random half-assed thug on the street”, not against the raging orc or the immensely strong ogre.
And I’m not asking anyone to change their design, I was just explaining why I feel the way I do ![]()
(Also let me play a sword-wielding wizard, blast it.)
That trio (warrior-rogue-mage) is just overused, and Class system itself just limiting players in one-two playstyle. Systems without class, just skills, perks and feats work better and more dynamic imo.
I mean, you also have to understand that authors also have limited time, skill and imagination to add options, especially in your very skillset since it’s something that will have to be taken into account during the whole story so they have to have it in their mind for everything they write.
Also sometime, it’s not just because something is possible that it fit a story.
Let’s be honest, most system like that end up with only 1 or 2 build that just does everything better than every other build and you miss out if you don’t play them.
And that ignore other problems like how many builds would be quite unplayable and that in a CoG format you’d basically have to guess the story to make a decent build to begin with.
While I DO prefer build-your-own-beast systems, I also AM quick to pick up a passable level of system mastery; for people who don’t, this sort of free-form stuff can very easily lead to a character that just can’t perform well enough to pass muster.
EDIT: It ALSO requires something that pretty much no CoG game does and I wish they did, which is give you a frame of reference for the difficulty of things. E.g., “with a 50% lockpick skill, you can expect to pick the sort of lock commonly found in X places”.
And that’s fine! And I still play those games! And probably even have fun doing so, if the story is good. Doesn’t mean I can’t hate this one thing, does it? (I feel I’ve been dropped into DnD-lite without warning.)
I’m sure I read “random half-assed nug” at least thrice.
Doesn’t Talon City and Crown of Sorcery do that alongside a few others like Raiders of Icepeak Mountain?
I haven’t played the other two, but Talon City’s check difficulty doesn’t change: you always test against your own skill rating, not a difficulty set by what you’re trying to beat. Your skills range from 1 to 6, and if you roll less than or equal to your skill, you pass, regardless of opposition.
I’m actually working on something like that, although it’s more “at 0% you don’t know what a car is and try to drive it by sitting on its roof, at 100% you may sit on its roof and succeed driving it”
I mean, that’s basically the same thing, it’s just that the two skills we’re using as examples have two different contexts of use.
Ah, no, what I meant is that in your example, if I read it correctly, seemed to indicate how many times something might be useful, while mine was about in what situations it might be useful.
(…I hate this phone’s keyboard.)
No, no, what I meant with the lockpicking thing was like, “With lockpicking at 50%, you can pretty much expect to beat every domestic and street shop lock; at 75%, you can beat even high-end corporate locks; at 90%, not even top-grade military locks can resist your advances.”
Aah! In that case, yes, it’s the same thing.
I think it was Fool! where I first saw more difficulty details on the stat page (when you start all your stats are “Lackluster”) and I thought it was a really neat idea and ended up doing something similar with Creme de la Creme onwards. If I end up making something involving more practical skills (not sure if it would work with Royal Affairs, but I’ll see) I think I’ll put in some more specific info like in the second quote. It’s nice to have more context for what the stats mean in practice.
If i remember correctly, Dungeon siege 2 had hybrid classes.
…aaand now I need to include lockpicking in the skill list just so that I can put in “100% lockpicking: you can open any lock with a death glare”.
And I’m not even writing comedy per se.
Wind’s howling
