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Attribute checks/rolls coming in the future?

kitsunesenseikitsunesensei Member Posts: 3 Arc User
edited May 2013 in The Foundry
I don't know about you all, but while I was playing in the Foundary, I found that I was unable to make attribute checks, and this kind of disappointed me. The quest I am working on is one that goes back and forth between what really happened and what "really happened," according to a pub patron. To that end, I would like to be able to check charisma and the other attributes to help open up new routes that the current stipulations do not allow. (Like a smooth talker being able to convince a guard to open the door, or a strong man, or woman, being able to just smash down the door.)

I am kind of at a standstill with my project until I know when, or whether, this is being implemented.
Post edited by kitsunesensei on

Comments

  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    I don't know about you all, but while I was playing in the Foundary, I found that I was unable to make attribute checks, and this kind of disappointed me. The quest I am working on is one that goes back and forth between what really happened and what "really happened," according to a pub patron. To that end, I would like to be able to check charisma and the other attributes to help open up new routes that the current stipulations do not allow. (Like a smooth talker being able to convince a guard to open the door, or a strong man, or woman, being able to just smash down the door.)

    I am kind of at a standstill with my project until I know when, or whether, this is being implemented.

    +9000

    OVER 9000?!!!!!

    Yes, Nappa, over 9000. Buy your own scouter. I'm tired of having to tell you the power level of every post I support.
    [SIGPIC][/SIGPIC]
  • zaphtasticzaphtastic Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 0 Arc User
    edited May 2013
    Word.

    You can kinda-sorta mimic this with class skill checks (arcana to cast a glamour to distract or mislead the guard / dungeoneering to figure out a weak point in the door / thievery to pick the lock / etc)... though that may not necessarily apply to your quest.
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    zaphtastic wrote: »
    Word.

    You can kinda-sorta mimic this with class skill checks (arcana to cast a glamour to distract or mislead the guard / dungeoneering to figure out a weak point in the door / thievery to pick the lock / etc)... though that may not necessarily apply to your quest.

    Skill checks are great for some things, but right now I don't think there are any Charisma related skills. Religion is Wisdom, Thievery is Dexterity, and Arcana is Intelligence. Do the Fighters even have any skills?
    [SIGPIC][/SIGPIC]
  • zaphtasticzaphtastic Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 0 Arc User
    edited May 2013
    Fighter - Dungeoneering
    Rogue - Thievery
    Cleric - Religion
    Wizard - Arcana
    Ranger - Nature (eventually)

    In my quest I tried to add skill checks liberally, generally giving information, though there is one case where there's a gameplay benefit to using [Religion]. As a rule of thumb, as long as you don't make a skill NECESSARY to complete a task, it's fine.
  • kitsunesenseikitsunesensei Member Posts: 3 Arc User
    edited May 2013
    zaphtastic wrote: »
    Word.

    You can kinda-sorta mimic this with class skill checks (arcana to cast a glamour to distract or mislead the guard / dungeoneering to figure out a weak point in the door / thievery to pick the lock / etc)... though that may not necessarily apply to your quest.

    I thought of this, but there is a difference between having 8 charisma and having 16. The class skills don't necessarily reflect the same level of detail. Attribute checks let characters that have a certain score do something, without limiting it to a specific class(es). That way, if/when any new classes come out, I don't have a quest that specifically leaves them out because they weren't around at the time. Not to mention it opens up some more interesting RP abilities. (Like a particularly strong, but clumsy, rogue. Or something like that.)
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    zaphtastic wrote: »
    Fighter - Dungeoneering
    Rogue - Thievery
    Cleric - Religion
    Wizard - Arcana
    Ranger - Nature (eventually)

    In my quest I tried to add skill checks liberally, generally giving information, though there is one case where there's a gameplay benefit to using [Religion]. As a rule of thumb, as long as you don't make a skill NECESSARY to complete a task, it's fine.

    Wow, I guess the Rogue taught the Fighter to Dungeoneer so he wouldn't feel totally useless in this game. What happened to athletics or intimidate? Who's gonna move those giant stone blocks/boulders or pull those rusty levers?
    [SIGPIC][/SIGPIC]
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    I thought of this, but there is a difference between having 8 charisma and having 16. The class skills don't necessarily reflect the same level of detail. Attribute checks let characters that have a certain score do something, without limiting it to a specific class(es). That way, if/when any new classes come out, I don't have a quest that specifically leaves them out because they weren't around at the time. Not to mention it opens up some more interesting RP abilities. (Like a particularly strong, but clumsy, rogue. Or something like that.)

    The Rogue you speak of is the Scoundrel. Anyway, ability checks and skill checks are certainly two different things, though somewhat related. Had they simply included all the skills we probably wouldn't be asking for ability checks, though.
    [SIGPIC][/SIGPIC]
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