Originally Posted by Raz415
I wonder why we don't have to roll Arcana to get information for Examine. IIRC Loremaster worked like that in D:OS2? The engine should then already have the capability to make it so, I would guess.

I don't think it's a very good idea to basically give players access to the Monster Manual while playing D&D and patiently wait while they read the stats, vulnerabilities and resistences. Yes, Wizards are really strong in D&D etc etc, but by itself Intelligence is a pretty bad stat, so it would be nice if would have extra utility for revealing more information about whatever we're fighting.

And sometimes, just sometimes, when something is unique... don't give any information at all. wink The cursed fireballs in the game's best dungeon were fun and scary because you didn't know what CC immunities they had, so... you just had to try things. And when you finally figure it out, it feels great.

PS: Perhaps make this a Tactician-only feature? Personally I thought Tactician was super easy at all times (except Last Light before Isobels HP and AC were fixed so she didn't get KO'd before you even got a turn).

I think this way you will make game just more annoying, not difficult. Effect of this will be ... wikis filled with info about every creature in the game.
And actually it's super rare when you really need to examine creature.

If you want to make this game more 'difficult', then hiding info could work with a little bit of randomness. You said ' were fun and scary because you didn't know what CC immunities they had, so... you just had to try things.' - You want randomness, not only 'hiding info'. Just imagine that you have playthrough 1: you encounter 5 x goblins (2 x fighters, 1 x goblin cleric, 1 x goblin wizard, 1 x goblin warlock) ... and 2nd playthrough, same pack but this time you encounter 5x goblin fighters (how AI handle fight it's another story). This example is stupid and trivialized but i hope you know what i mean.

I think adding randomness increases difficulty. What about making loot totally random? Currently you know where x item is, and the problem is every single time you start the game you know that x item will be there...

IMHO Path of exile is the best example of game where randomness makes game more unpredictable - the problem is people refuse to play that way. What they do instead? they play on standard leauge, pick a build from the internet, grind, trade and they win. There's no difficulty in this way of playing. And really, many people tends gravitate towards 'predictable' stuff.