Hi Tchos,Don't worry. The things that I implement are things that I actually enjoy playing, not things that I just think sound good on paper.
"Dumbing down" is always subjective, because it amounts to someone removing a feature that the remover considered unnecessary and burdensome, and an individual player did not. <SNIP>
Again, I do hear you, but .... Rules and systems definitely both play and balance differently between PnP and CRPG. What can be "quickly" actioned and played smoothly in PnP with a DM at the helm can appear somewhat burdensome in a CRPG. That's the problem ... and point I am trying to make.
One has to look at a situation as a whole, and compare the steps taken from the original PnP to those in a CRPG. Take your own example of the lock picks and healing kits: One could argue that healing somebody requires some more specialised sterile equipment compared to manipulating a lock in some way. But, having specialised thieves tools will give benefits if they are available ... Both heal and thief kits can contain various items to aid in the process to one degree or better, which is why they vary in bonuses. And the kits may be considered expendable because they are made from perishable items, like ointments for heal kits and acids for thieves tools.
The way these items are considered to work has taken into account the minimal number of steps required to achieve what the PC needs within the game. BUT, each process only requires a SINGLE step in both cases. The point being, a large number of "imagined" situations can be incorporated within a rather straightforward system that uses a skill and modifiers from a single item TYPE.
Maybe this reversed logic argument will help illustrate my point (even if poorly): Why not make a rogue PC acquire each of the tools individually that make up the "kit" before they have a complete valid kit? Why not have the healing PC acquire all the ingredients they need to build a useful healing kit? We don't because we like to have some assumptions already ... and not allowing for these may frustrate some players .... or may even excite some players. BUT, here is the point: Acquiring a kit (heal or thief) and using it in a situation is NOT the point of the module.
Yes, I see how including such steps may add to the role-play and depth of a PC role (in much the same way seeking ingredients for certain spells may do), BUT I believe it is asking too much of a player who is already managing a full party of various classes, and who wants to move the story forward making good use of each classes skills, without the need to micro-manage certain class aspects.
Maybe, in a SP game, with a single dedicated class avatar, where the story *is* focussed around such development, such a process would be quite exciting. However, in a NWN2 module, most players control a party of PCs, and want to be able to use their class skills with a simplified system as possible, while not compromising the individuality of the character class. So, having a wizard that can cast spells (whereas their fighter cannot) is a sufficient enough distinction in a class already, without adding the further difficulty of making said spells harder to cast in some situations with the need of ingredients.
CAVEAT: As I stated in an earlier post, having a player seek ingredients for a one-off special spell casting situation is good design and fun, as it becomes part of the main goal for a player.
It's the extra level of requirement for "normal" spell situations that will frustrate in the majority of module scenarios.
Cheers,
Lance.





Retour en haut







