Sutekh wrote...
I'm not drooling over Skyrim and actually prefer DA, but seriously? You want to go there?
yes
Sutekh wrote...
It's a mix of both, since the minigame become easier as your skill rises. A 100 lockpicking means practically 100% odds of opening the lock.
It not become easier for some people and still depend on the people who play the mini game. For me, i don't invest a point in lockpicking because i pass every chests in the game, from novive level to mater level, the max of lockpicks i use in an attempt on master level is 30 (and i have 99+ lockpicks in my inventory) that is because at that time i am moody, mostly 20 on master level lock
let say, you invest points in lockpicking perks on each level ups, is it usable for you in the game? Your enemy become stronger and stronger and you only have lockpicking perks. Many Skyrim player cry out loud to remove Lockpicking perk tree because for them it is a useless...and i agree
Sutekh wrote...
Is there a golden rule stating that every RPGs must have a detect trap skill? Because I can think of many who don't, including PnP. If what you mean is that TES doesn't rely on D&D tropes to call itself an RPG, then OK. But D&D isn't the absolute criterium.
I cannot detect taps, i am no soldier, i am not US marine, i am not Rambo...i will likely to fall into booby traps if i travel in the forest, because i cannot detect traps. So in the game, it is similar, the character i play is not me, so if my character is a character that can detect trap, she should, because she is not me, she is the character i play and i role-play her, if she cannot detect traps because she don't have the perk or certain attribute i can accept it because she not yet reach the level. So when i want to role-play a character that should be can detect trap, why i must detect them my self?
Sutekh wrote...
Again, attributes aren't what makes an RPG. Nor are classes, skills, talents, disciplines, rage points or whatever. Attributes define a type of RPG system. And again, the player's skills are less and less important as your skills increase.
Attributes and classes that define your character, what you're playing. Without them it is not RPG, because you are not role playing, you just play and everything depend on your own reflex, you have good reflex you survive, bad reflex, you suck
You miss the point of the race starting bonus entirely. It's there to give you a little advantage in a given domain, not to replace a skill. If a Nord works their bow skill long and hard enough, why wouldn't they be better than a lazy Bosmer after a while?
You've got the exact same thing in DAO. Dalish rogues start with 1 point in survival and poison making. If you don't put points there ever, your Dalish will end up much less proficient than a Dwarven Warrior who'd have invested in them.
Yeah, in DA:O we can have a Dwarf master archer, but that not fit a Dwarf character, but you are free to make such character as you wish. You never being addressed in the game as a race who is a master archer to begin with. Dalish may have some remark about dalish being a good archer (by Loghain and master Ilen) but but that is not the general idea about Dalish being stressed upon, as you can see Dalish have sword and board warriors as well (and Mages, and Arcane Warriors later)
What i mean is, the starter skill stats is nothing, because almost every race can do the same in the end. You are a Bosmer who is master archer, then you get one shot killed by a Red Guard. In character creation, it tells you that Bosmers are master archers, but you suck at archery...what? So what are you role playing? It is YOU
Modifié par Qistina, 12 mai 2013 - 02:34 .