Pasquale1234 wrote...
And that's a problem because...?
By your own standard, because there was no "strategic value".
There is a difference between nerfing a system and nerfing the strategic value of said system. If a player chooses to make skill point investment meaningless for certain character(s), that's on them. The roleplaying value is there for those who choose to utilize it.
Again, there's no "strategic value". There is one approach that's clearly and obviously superior: investing in herbalism for the infinite gold and then otherwise specializing one of each characters in a particular crafting skill (if we grant that each skill actually has value).
It's like saying there's "strategic value" in a choice between using a sharp stick or an AK-47 in a modern conflict.
I disagree. I found great value in them.
Give three examples.
Player choice.
Persuade is not a matter of player choice. Only the protagonist has that skill, which in and of itself is broken. [Edit: I see this is unclear. I obviously admit there is choice in whether or not you have a protagonist with the skill. My point was that there is no choice in who has the skill: it is the protagonist or no one].
Mana Clash is "player choice", but it isn't any less of an auto-nerf for all enemy mages.
Every one of your objections is about optimizing and WINNING, e.g., "beating the game," taking every possible advantage the game allows in order to do so. You seem to make the assumption that that is how every player would approach the game, but I assure you, it is not.
My point is this: you cannot talk about "strategic value" without evaluating the actual "value" of the options. If you want to go on and say there's some intrisic RPG value about picking suboptimal skills and skills (and by extension crafting) are important features of a game even when they are low quality and broken, then by all means make that argument.
That wasn't what you argued initially. I don't have a particular position on this intrisic RPG value argument other than to say that I think that you're wrong to say that "optimizing" and approaching the game as an RPG are distinct goals.
They are not. A character (in-game) can be a power gamer, in the sense of wanting to use the known rules of the world to accrue as much power as possible. In fact, I'd argue that Morrigan's mentality is pretty much the trope setter for what power gaming is in terms of the actual reality of Thedas.
I don't consider RPG game mechanics to be systems to exploit toward optimization, but tools - or toys - to use for the sole purpose of roleplay.
Again, your initial post about "strategic value" says otherwise.
Modifié par In Exile, 08 février 2014 - 04:49 .