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member
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member
Joined: Mar 2020
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What i also don't like in the current dice UI is that it doesnt list modifiers. And I'm not just talking about proficiency modifiers: what i would like to see not only proficiency modifiers visible but small situation modifiers added, coming from the player's particular in-game actions (like in Disco Elysium): like exploring the area a bit more or reading a certain book or hearing something from a certain NPC. For example with the Intellect devourer scene, if you pass the Arcana, Perception, Investigation checks, the facts you learn through them (understanding the situation more) would help with the (pretty meaningful) Dexterity check coming after? These modifiers being visible on the dice UI would make players to think about bringin everything out of their character AND from the situation by exploring/talking/reading-trying different checks (basically playing the game more) and passing more gamechanger checks with the help of these actions and proficiencies would feel more satisfying - just my 2 cents
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addict
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addict
Joined: Mar 2020
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I am not against die rolls in conversations at critical points especially, but it is prone to over use and I agree that more conversation branches should be skill point based and not based solely on a die roll.
Agree on having multiple die rolls for 1 outcome isn't great. I mind less if the outcomes differ, but they need to differ more meaningfully, or more obviously.
I also would prefer to be able to interfere on failed rolls where appropriate, like when trying to save Arebella. You are suddenly faced with this really tough Die Roll to save her (18 iirc?!) and failure is flat out she gets killed. All along I was given the option to attack, let me keep it right up to the last second. Sometimes it doesn't work, I appreciate that, for story telling reasons or whatever, but in this particular example, if I failed to talk Kagha down and I see this going south, give me a last chance to interfere at my own risk. I might even go so far as to suggest a timer on the decision, but I like that stress aspect, others don't.
Back to the Die itself, front and centre is ok, but I would prefer it if it was less obtrusive, perhaps framed top left corner of the dialogue box, so very much visible still, but not blocking the scene. Possibly with an option to autoroll upon picking the dialogue option, i.e. no animation, just straight up click and outcome. Unsure on 3d dice, I like the idea normally, but I think I would personally prefer to tone done the TTRPG visual elements and be more cinematic in it's approach (though with the TT elements firmly in the background), or off to the side.
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veteran
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veteran
Joined: Sep 2020
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I also would prefer to be able to interfere on failed rolls where appropriate, like when trying to save Arebella. You are suddenly faced with this really tough Die Roll to save her (18 iirc?!) and failure is flat out she gets killed. All along I was given the option to attack, let me keep it right up to the last second. Sometimes it doesn't work, I appreciate that, for story telling reasons or whatever, but in this particular example, if I failed to talk Kagha down and I see this going south, give me a last chance to interfere at my own risk. I might even go so far as to suggest a timer on the decision, but I like that stress aspect, others don't. +1 For example, if you fail to persuade Kagha, your character could notice/intuit that the snake is going to attack and: - Put yourself physically between the snake and Arabella, probably getting bitten. A subsequent persuasion check, showing off your dedication to protect a child, reaches Kagha's heart and she becomes a bit more willing to help you. Failing the persuasion check enrages her; she lets you leave with the child but bars you from the Grove. - Pre-emptively attacking the snake, with a subsequent (difficult) persuasion/intimidation check for Kagha not to attack you. Success allows you to leave (maybe barred from the Grove), failure leads to combat. - Stand by and let it happen, preserving your good graces with Kagha. You get a slight bonus to future dialogue rolls with her. This scenario is a mix of dice rolls and player agency, where the dice determines the options you're given but the player can then choose how they want to act.
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veteran
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veteran
Joined: Mar 2021
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I also would prefer to be able to interfere on failed rolls where appropriate, like when trying to save Arebella. You are suddenly faced with this really tough Die Roll to save her (18 iirc?!) and failure is flat out she gets killed. All along I was given the option to attack, let me keep it right up to the last second. Sometimes it doesn't work, I appreciate that, for story telling reasons or whatever, but in this particular example, if I failed to talk Kagha down and I see this going south, give me a last chance to interfere at my own risk. I might even go so far as to suggest a timer on the decision, but I like that stress aspect, others don't. . So I tested this because I thought your estimate was super high for a DC on that as in 40+ playthroughs I have failed maybe a handful of times. I realized you must have confronted Kharga as a Tiefling which gives you a -6 to the roll, or a DC 15 assuming no charisma or persuasion modifier. However, if you then choose "1. Your snake is prepared to kill this child..." Kharga lets Arabella go without a roll. So really the problem is you are dealing with Racism and you have no Charisma or skill in talking to people. Alternatively you could chug a potion of Animal Speaking or cast speak with animals on yourself and talk to Teela, the snake, directly.
Last edited by Blackheifer; 26/05/21 03:21 PM.
Blackheifer
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old hand
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old hand
Joined: Nov 2020
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I never actually realized the negative was because my character was a tiefling, I think it'd be nice for us to see things like this more clearly cause it is actually a nice detail. I wonder if it changes if you use disguise person?
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enthusiast
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enthusiast
Joined: Apr 2021
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I never realised that either - though my Tiefling is a Druid so I managed to talk Kagha down using the Druid options.
I love how many different choices and outcomes this game gives us.
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addict
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addict
Joined: Mar 2020
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I also would prefer to be able to interfere on failed rolls where appropriate, like when trying to save Arebella. You are suddenly faced with this really tough Die Roll to save her (18 iirc?!) and failure is flat out she gets killed. All along I was given the option to attack, let me keep it right up to the last second. Sometimes it doesn't work, I appreciate that, for story telling reasons or whatever, but in this particular example, if I failed to talk Kagha down and I see this going south, give me a last chance to interfere at my own risk. I might even go so far as to suggest a timer on the decision, but I like that stress aspect, others don't. . So I tested this because I thought your estimate was super high for a DC on that as in 40+ playthroughs I have failed maybe a handful of times. I realized you must have confronted Kharga as a Tiefling which gives you a -6 to the roll, or a DC 15 assuming no charisma or persuasion modifier. However, if you then choose "1. Your snake is prepared to kill this child..." Kharga lets Arabella go without a roll. So really the problem is you are dealing with Racism and you have no Charisma or skill in talking to people. Alternatively you could chug a potion of Animal Speaking or cast speak with animals on yourself and talk to Teela, the snake, directly. I was an Elf Ranger. I might be remembering it badly to be fair... and I totally appreciate that there are clearly more than one way to skin a cat, but the dialogue options available didn't suggest it. I like for example in PoE how the dialogue options show that there were other choices here had you had particular skills and obviously show options you DO have. If you have talk to animals, the game should recognise that and offer it up (if it does, then I didn't remember it). There is a lot to keep track of and you're paying attention to the story, so a gentle nudge from the game now and again as to what you could do would be nice. Again, I appreciate this is EA and also that with a little more D&D knowledge some of these things become a little more obvious. But I mean things like cleric cantrip Guidance, unless I remember to cast it before every conversation, then I can't benefit from it without saving and reloading. Now I guess given that it's a cantrip I can just cast as much as I like, but I have to know I am getting into a conversation first, so again you're fighting trigger points and knowing when to cast. FOr that reason if you have Guidance available in the party, it would be nice if it was available as an option within dialogue until used. As an example...
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veteran
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veteran
Joined: Mar 2021
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I never actually realized the negative was because my character was a tiefling, I think it'd be nice for us to see things like this more clearly cause it is actually a nice detail. I wonder if it changes if you use disguise person? H'okay, so I was intrieuged by what you mentioned and so I ran a Tiefling 'Zard to the Druid grove and used Disguise self and it does indeed remove the [Tiefling] Tag on the conversation Dice options (that tag gives you a -2 on your rolls against people who are Racist against Tieflings, which is half the Druids). I really love that there are so many ways to put your finger on the scales if you use non-combat spells and abilities. You can also tell Teela directly not to attack the girl if you have Animal Speaking. You can buy (or steal) a potion of animal speaking from Volo for 200g and it works until the next long rest which means you can use it to talk to every single animal in the grove which yields a ton of info. ![[Linked Image from i.imgur.com]](https://i.imgur.com/BNjW5DP.jpg)
Last edited by Blackheifer; 27/05/21 04:04 PM.
Blackheifer
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