DEVLOG #12: Skills And Rolls
Skills
Skills, in all RPGs, are a way to represent the player’s ability to influence the world around them. As the player’s knowledge and mastery of that world grows, so - in theory - should their skills. The particular set of skills you have depends on the game itself and its setting - on the ways in which you play. In an RPG about mechs, you’d obviously have a Piloting skill. In a western one, you’d have something like Sharpshooting and Tracking and Horse Riding.
In Infimus, the current set of skills calls back to the old Archetypes system, with 3 for each of Operator, Mastermind, Eccentric. Given that’s something much different, now, I’m going to divide the skills into Physical, Mental, and Eccentric (or perhaps just Weird? not sure, terminology’s still WIP) and make a few changes here and there. So:
Physical Skills
Martial will be replaced by Fleshcrafting (or Fleshgrafting, or Fleshshaping, haven’t decided yet) , with its functions split between various other skills. Instead of having you roll only Martial to decide how to take down a hero, I’d rather have you roll perhaps Glow to distract them or Tinkering to figure out the weak points of their armor, then Spryness to get the jump on them or Endurance (now changed to Vigor ) to hit them hard. That’s more balanced and more interesting. Fleshcrafting will represent your ability to control your shape-shifting powers.
Spryness will stay as it is, I think. Endurance will be renamed to Vigor and meant to include both, generally speaking, endurance and strength.
Mental Skills
Glow will be moved to the Eccentric group and replaced by a skill representing the player’s creativity and lateral thinking. Named, perhaps, just Creativity. Or something weirder like Firemaking, Magic, Eversion. Dunno. The rest will probably remain as they are. I might change the name and function of Tinkering and Erudition a little bit, but that’s that. I think they’re in a good spot.
Eccentric Skills
Glow will replace Palpitations , whose functions will be folded into Zeitgeistlich. I figured out while writing Noiseart that these last two pretty much do the same thing, except one has a much weirder name and description. Which obviously means it gets to stay. The Cool is fine, and will remain as is.
Rolls
I’m of two minds regarding rolls in Infimus. On one hand, I think roll checks can be a wonderful way to diversify playthroughs and reward the way a player chooses to build their character. On the other, it’s extra effort - you have to write both a failure and a success state, compared to simply having no roll. And Choicescript, as far as I know, doesn’t really have an easy way to do dice rolls, meaning I had to build this thing right here from scratch. Which isn’t the most maintainable or extendable code ever.

I’m still new to the language, maybe there’s a better way to do this. Nonetheless, the question is: are dice rolls worth keeping? Do they add something to the game, and if they do, is that something worth the effort? This of course depends on you , the player, so I’d like to ask you: what’s your opinion on dice rolls in this game?
Keep in mind, I will always provide the option to automatically pass or fail all skill checks, though that will be explicitly defined as a cheat code or something of the sort.
What’s your opinion on skill checks through rolls, in this game?
- Positive
- Neutral
- Negative