So i though a little bit about how one would create a cprg that is basically a pen and paper campaign.
The less characters you have the worse the tb combat becomes with something like 6-8 being the optimal number before it becomes too complicated.
Rolling skill checks aren't used in crpgs because of save scumming. So you would have to replace the saving system which also would annoy a lot of players (me included).
So you have these static skill checks used in games.
The problem now is if you have static skill checks in a squad based game and you get too much skillpoints you can basically master every skill check.
Fallouts or Fallout-likes are great because you can create your own build and master some skill checks while losing others.
Part of the fun of squad based games though is that you can skill a lot after each level-up.
Would you play a game with a 8-character squad that had only 1 specialist for lockpicking and 1 for persuasion?
Or is there another solution for the problem like combined skill checks in AoD?
Did any game solve this already?
The less characters you have the worse the tb combat becomes with something like 6-8 being the optimal number before it becomes too complicated.
Rolling skill checks aren't used in crpgs because of save scumming. So you would have to replace the saving system which also would annoy a lot of players (me included).
So you have these static skill checks used in games.
The problem now is if you have static skill checks in a squad based game and you get too much skillpoints you can basically master every skill check.
Fallouts or Fallout-likes are great because you can create your own build and master some skill checks while losing others.
Part of the fun of squad based games though is that you can skill a lot after each level-up.
Would you play a game with a 8-character squad that had only 1 specialist for lockpicking and 1 for persuasion?
Or is there another solution for the problem like combined skill checks in AoD?
Did any game solve this already?
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- Dec 11, 2019
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