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Skills results - Printable Version

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Skills results - cromcrom - 06-19-2013 08:55 PM

Hello again.

Hopefully, I am not spamming you with my very personal ideas, and disturbing you two from developping the game.

However, some other feature I always tried to implement in the mods I created are various skill use results. And It always went that way:
Critical success; success, failure, critical failure.

Example, the character comes mining a vein of whatever:
have to equip proper tools (various quality);
whatever the result, the mineral vein disappears.

Critical success: gain a bunch of ores (3-5) from the mineral vein, no lessons learned.
Success: gain a few ores (1-2), light potential for improving the skill.
Failure: No ores, good learning potential.
Critical failure: destroy the tools, maybe hurt himself, big potential for learning.

And just to say, in my mod for NWN2, I had a slight chance that mining or cutting things would spawn a spirit, as a random "adventure" result. You know, I LOVE randomness and adventures ^^.


RE: Skills results - Attila - 06-23-2013 04:54 AM

Good idea! Personally I love it, and I think it's most definitely not hard to implement! The only thing to think about is that how will others feel about it. Luckily the RPG lovers love these small details and extra things. The balance is a different thing. (balance is hard, and one of the most important things)
But this will be on our list!
A big thanks to you guys for your amazing input! Smile


RE: Skills results - Obsyd - 06-26-2013 06:09 AM

The list grows! Wink