I fully agree with every single point the OP made, those are terrible design decisions.
Moreso, the mod designers followed up on cues from the NWN official modules, and those showed terrible implementation which has cropped up in many other modules.
Beyond what the op said, I have a few extra grievances with that system:
First, many will look at your raw ability scores instead of your skills, even further crippling your build choices.
Second, most will associate persuasion with good, intimidation with evil, and bluffing with chaos. Even if your alignment doesn't shift, the actual roleplaying results will be in the above vein... this makes it even harder for classes, if you want to be "nice" and persuade people, well, play a cleric, monk, or paladin. thats it. Fighters can intimidate but not persuade.
Third, some encounters require that you have multiple of those skills for satisfactory roleplaying resolution. That is, you need to intimidate, bluff, AND persuade... and each individual problem can only be solved in this one particular way (no bribing, no intelligent dialog choices, no nothing...)
Fourth, almost always there is no / reduced reward for solving something via diplomacy... if you fight you gain XP and loot, if you talk you lose out on both. I am not saying that the person you just talk to should reward you directly always, but you should get XP, and maybe killing less people and solving more problems diplomatically can improve the economy in various ways, or maybe you make up for that in other places... point is, it should penalize you
the stupidest thing about it, is that it was a design decision of bioware... in the pen and paper version all 3 were a single skill called diplomacy:
http://www.d20srd.or...s/diplomacy.htmbut bioware decided to split them into 3 seperate skills.
Modifié par taltamir, 10 novembre 2010 - 09:26 .