nerdage wrote...
Only giving xp for achieving things like quest objectives leaves it up to the player how they actually achieve them, but giving xp for kills/coercion/etc means that you can only really play the ways the game explicitly rewards. Plus, someone has to actually sit down and work out what enemies are worth how much xp; how and when to give the player that xp for each of the different 'victory' conditions (kills/coercion/etc); make sure different paths in the same quest give roughly the same xp, even when one might have more [combat/coercion/etc] than another; etc., rather than just being able to say "this quest is worth this much xp" and having that be it.
Oh, I like this idea. In a game where level grinding just isn't possible, I think having EXP tied to enemies is unnecessary and limiting to rollplaying, especially when the game is very dependent on player decisions. Maybe each quest is broken into segments, and each segment is worth so much EXP, so that the player experiences a constant growth throughout the adventure instead of just getting a lump at the end. That way you can level up before, say, a boss or a large battle. (And we avoid a "MISSION COMPLETE" screen.)
Getting back on topic, I love being able to talk my way out of things. It's my favorite gameplay mechanic
ever. Generally, it's how I build my first character in any game. I think, perhaps, the kind of speech skill you have could influence a battle? Specifically, I'm thinking of an intimidate-type skill, where you can actually scare off some weaker-willed enemies, either before and whilst in a battle.
That's the only one I can think of for a in-the-midst-of-fighing skill. Persuasion might be a bit too late at this point, as with lying. (Although, if DAI were a bit more cartoony, an "OMG OVER THERE" would be a funny addition. Not something I'd like to see in this game, though.) Perhaps that could be the trade off: out of fights, Persuasion and Lying avoid the fight altogether, Intimidation can sometimes trigger fights, but they would be easier because you scared off some opponents. In a fight, Persuasion and Lying are not helpful while Intimidation can be.
For Persuasion and Lying, maybe Persuasion is the just out-and-out the safe bet: you tell them the truth, you avoid the fight, and nothing else happens. However, if you Lie, maybe you can get something out of it (say, an item), but it can come back and bite you on the butt, like a stronger encounter later on if you get caught in it from future conversations. Intimidation might just make someone angry and cause a fight anyway but, like I said above, maybe at an easier level.
Sorry for the word vomit, my brain wouldn't shut off.