Perks and Gimps

Post » Fri Jun 08, 2012 9:11 pm

I can appreciate where you're coming from, and I've referred to Skyrim as "the closest thing on screen I've found as I chase that Pencil-and-Paper role-playing high." I'm bored at work. It's a Friday... and I've been thinking about making a Skyrim "character sheet" concept for those who are interested (complete with "rolling up" attributes with actual dice. I'm afraid the player will still have to pull double-duty as the DM to make sure they "adhere" to the sheet, but I think it could be fun anyway (for a certain type of old-school player). I'll warn you it will probably be close to AD&D 2nd Edition, since that was the last system I played expansively, but... eh... we'll see how it goes.

I'd definitely be interested in that =)

I don't actually miss all the stats and info about my character. How many thieves didn't have high dex? Warriors without high strength? The term min/maxing was invented because people wanted the best for their character at what they do. How many Warriors had 16 INT because people wanted to roleplay a smart, educated fighter? Add all the stats,perks you want, It doesn't mean characters will be MORE different they will just feel that way to you.

Do you really need to take a perk that makes you better at 2h weapons but limits you from dual wielding to just simply use 2h weapons?

I'm familiar with the min/max'ing, but I for one have never done that other than in AD&D (because you'd die if you didn't). The system I mentioned, Draker&D?moner, does not require you to do that at all. Your stats are important, but they do not prevent you from doing something completely different from what you're pre-disposed to. It's hard to explain in detail without writing a wall of text, but it really just works very very well, which is one of the reasons it's my favorite system.
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Krystina Proietti
 
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Post » Sat Jun 09, 2012 3:45 am

The Expert set was the first RPG I ever played. My own system owes a lot to Drakar & Demoner.


There are a few CRPGs that get it (almost) right. New Vegas was the closest in recent years, if the post apocalypic genre is for you.


Go for it! Really. The advantage of CRPGs is that you can sit down and game, but the experience of (semi)-regular tabletop gaming with friends is well worth the effort (and then some).

No doubt it's worth it, but when you all are in your mid 30s, it's just easier to take an hour at night to play some Skyrim than it is to get 4-5 people together for some serious role playing sessions. Especially since my gang is in Denmark and I currently live in the US =/. It was a lot easier back in high school and college! Good ol' days, lol.
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CArla HOlbert
 
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Post » Sat Jun 09, 2012 6:35 am

No doubt it's worth it, but when you all are in your mid 30s, it's just easier to take an hour at night to play some Skyrim than it is to get 4-5 people together for some serious role playing sessions.
Yeah, I know that issue. Many of my friends have been getting children over the last few years, so finding time is difficult, but we manage to meet up once every 1-2 months. Week nights, not weekend days anymore, though.

Especially since my gang is in Denmark and I currently live in the US =/. It was a lot easier back in high school and college! Good ol' days, lol.
That is quite a distance ... you could try to post at your local gaming store or look for local gaming clubs?
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D LOpez
 
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Post » Sat Jun 09, 2012 2:29 am

Yeah, I know that issue. Many of my friends have been getting children over the last few years, so finding time is difficult, but we manage to meet up once every 1-2 months. Week nights, not weekend days anymore, though.


That is quite a distance ... you could try to post at your local gaming store or look for local gaming clubs?

Wouldn't be the same. I've played with these guys since I was 12, and now that I'm older I'm not interested in starting over with a new group. I'll bide my time and move back eventually =)
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Ludivine Poussineau
 
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Post » Sat Jun 09, 2012 3:32 am

But aren't those examples exactly what you're getting when:

-Bretons get an absorb magic ability
-Orcs get a Berserker power
-Wood Elves get a Command Animal ability
-High Elves get magicka regen ability

And so on and so forth down the line...

One-a-day.

Not a significant difference.

Being able to go Beserk once-a-day =/= being different from all other races because you get bonus Health simply because you are an Orc.
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Dj Matty P
 
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Post » Sat Jun 09, 2012 9:05 am

One-a-day. Not a significant difference. Being able to go Beserk once-a-day =/= being different from all other races because you get bonus Health simply because you are an Orc.

Races get more than once-a-days, they also get boosts in certain skills/spell schools as well... but even that isn't quite what you are referencing.

Your gripe isn't so much with races as it is with classes in the formal, and static sense. As we are approaching the end of this thread's life, allow me to leave you with an anology :

3 people buy a car.

The first person immediately pops open the hood, mesmerized at that big V12 and all those moving parts. They love the car and are somewhat of a purist in that regard, only making improvements with original parts. They are content with the car, and only want to improve the car with parts that match.

The second person heads straight to a parts store, indeed they may already have the parts before the car rolls off the lot, and their first thought is adding that spanky nitrous injector, or that HUD for RPM's, Temperature and such. They could care less about the car, but would rather improve it with the best of anything they can find.

The third person just drives the damned car, content with what they bought.

I think there is much to learn from the first two, but the third person is likely to be the happiest. :P
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Marnesia Steele
 
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Post » Sat Jun 09, 2012 5:56 am

I'd definitely be interested in that =)


It's up and ready to go.

http://www.gamesas.com/topic/1339036-old-school-character-creation-sheet-with-attributes/

Edit: to include link.
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naana
 
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Post » Sat Jun 09, 2012 2:10 am

Well, I was more using the field as a line with the yard marker simply an arrow pointing to where the CC system was. Think of sliders. I feel that Skyrim could have left more of the classic TES CC system in the game(and still brought in the perks system they do have) to create a system that folks like you could get behind(because it would moved away from the horrors of Oblivion yet stayed close to the roots of classic TES CC). To me, that is evolution. Not scrapping the whole thing and coming up with something entirely new using terminology from the old way.

(using another football anology from the 20 yard like after a touchback), it goes like a 10 yard sack followed by a 90 yard TD. For others it goes like a 10 yard sack, fumble, def TD, but then you got a 50 yard kick off return. End result you are at midfield(which is a good way to start a drive and 30 yards further upfield before the sack) but you still gave up a TD.

Well whatever anology you use, I still feel that Skyrim did it right, and improved off of Morrowind and Oblivion.

And I wasn't turned off by Oblivion's system. Save for the level scaling, which did svck, I really don't inherently have a problem with pre-determined classes (as long as I can determine my own class, and not be forced to play classes within limiting boxes that remove choice), same as I don't inherently have a problem with Attributes.

I feel that Skyrim's system is an improvement over "classes" and "attributes", however, because I feel that all of that stuff is arbitrary, and completely unnecessary to the roleplay experience.

I look at roleplaying from the perspective of a writer, or an actor - both avenues that I partake in in my real life. Writing a story, or acting the role of a character has nothing to do with "attributes", and everything to do with determining the characteristics of a character, determining objectives, goals, and motivations, and using those qualities to react to the circumstances and conflicts of the story as the character would. I, Nell2ThaIzzay, no longer matter in the decision process, it is Thadious, the character, who counts.

Yes, when I am portraying a character in a play, I -pull- from myself and infuse that into the character, just like with Skyrim (or any other RPG), I pull from what it is I want to accomplish in the game, and infuse that into my avatar. But ultimately, it is the character. I'm just the one presenting the character.

With that mindset, I don't need an attribute to tell me that Thadious is strong. I can -see- that he is strong when he is defeating his enemies and leaving them in piles of bloodied flesh. I don't need an attribute to tell me that Thadious is intelligent. I can -see- that he is intelligent when he is using his brain to figure out how to overcome obstacles, and using his environment, and his talents, to his advantage. I don't need a "fame / infamy" score to tell me that Thadious is a good person. I can -see- that he is a good person when he does good deeds for others, and doesn't engage in criminal or immoral activities.

Are attributes and morality scores a nice element in RPG's? Sure. But they aren't necessary. Not in the slightest. The fact that Skyrim doesn't have it, doesn't change my roleplay one iota from games that do have it. In fact, sometimes those games that do have it limit me even further, because then choice in the game is limited to whatever possibilities the game needs to script to those scores, instead of just giving me free reign to go and do whatever I need to do for my character.

Where I feel that Skyrim is an improvement is the fact that the perks system has opened up skills greatly. Instead of being just generic 1-100 grinds, where in the end, all characters who specialize in certain skills end up all the same, perks open up each skill into different specializations that allow even 2 100 Conjuration characters to be completely different, as one may specialize in Atronach summoning while the other specializes in Necromancy and undead reanimation. 2 totally different playstyles covered by 1 skill. Or One-Handed allows for Dual Wield specialization, along with specializations in Blades, Blunts, and Axes, or Sneak allows for assassin style stealth specializations, versus dungeon crawling, getting the drop on your targets undetected specialization.

Even with fewer skills, I feel there are more options for me to customize my character with in Skyrim, and the limited number of perks means I have to -think- about what I want my character to be, because I'm limited in what I can specialize in, unlike Morrowind or Oblivion, where if I selected a wrong Major skill, well, no worries, I just train it and level it all the way up anyways, because there is nothing limiting you from mastering skills outside of your own class, meaning all characters eventually follow the path of "Jack of all trades, Master of all".

I love Morrowind and Oblivion for allowing you to mix and max skills any way you see fit, and even for being able to do things outside of your chosen class, but I disliked them for removing any element of character uniqueness by leading down the path of mastering each and every skill and attribute in the game. Skyrim removes the latter element by forcing specialization in limited skills via perks, so that even if you do level every single skill to 100, you're still only master of a select few.

One-a-day.

Not a significant difference.

Being able to go Beserk once-a-day =/= being different from all other races because you get bonus Health simply because you are an Orc.

Why is a once a day power not significant?

I find them to be very significant, and a choice I should take into consideration when creating a character. Once a day powers have gotten me out of quite a few pickles that I wouldn't have gotten out of if I played a different race. It all adds to the strategy of the character you are playing. When used strategically, once a day powers can be very beneficial.
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Elea Rossi
 
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Post » Sat Jun 09, 2012 10:26 am

*snip*

Yes to all of that, that is the essence of role playing games, but this is a single player computer game with no co-players or a DM to oversee the game and give you feedback on all the effort and thoughts you put into your character. I get all that feedback when I play table top, but in Skyrim I get a big silent nothing. There's no one there taking notice of who my character is, or if he's good or bad, or if his left eye has a weird twitch to it, like I would get if I was playing in a universe where everything reacted to my character. That's hard to achieve in computer games, and one way to improve that, for me, would be to let me at least have more influence on setting up those traits, nerfs, whatever, so I could give myself some feedback on it when I see it in-game. It's the blandness in Skyrim that really gets me. No one cares WHO I am, all I get is generic responses that sometimes completely contradict who I think me character is. If there was a perk coded in that let me express that in-game, chances are a proper response could also be coded in.
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Ash
 
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Post » Fri Jun 08, 2012 10:14 pm

Post limit.
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Charleigh Anderson
 
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