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.
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]
0
zaphtasticMember, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 0Arc 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.
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]
0
zaphtasticMember, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 0Arc User
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.
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.)
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?
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.
Comments
+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.
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.
Getting good content to players in the Foundry - challenges and solutions
Handle: @zaphtastic
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?
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.
Getting good content to players in the Foundry - challenges and solutions
Handle: @zaphtastic
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.)
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?
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.