Stupid answers on skills,
Zulghinlour,
18-Apr-07 05:53 PM, #1
Clarification and Question,
WildGirl,
18-Apr-07 06:13 PM, #2
may I say,
incognito,
18-Apr-07 07:35 PM, #3
Answer this then...,
Slack,
19-Apr-07 09:10 AM, #4
Umm no,
Marcus_,
19-Apr-07 09:15 AM, #5
You're not completey wrong...,
Valkenar,
19-Apr-07 09:23 AM, #6
RE: Answer this then...,
Valguarnera,
19-Apr-07 09:58 AM, #7
RE: Answer this then...,
(NOT Graatch),
19-Apr-07 03:52 PM, #9
RE: Answer this then...,
Valguarnera,
19-Apr-07 04:23 PM, #10
RE: Answer this then...,
Daevryn,
19-Apr-07 04:49 PM, #11
RE: Answer this then...,
Daevryn,
19-Apr-07 10:32 AM, #8
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Zulghinlour | Wed 18-Apr-07 05:53 PM |
Member since 04th Mar 2003
9792 posts
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#17515, "Stupid answers on skills"
In response to Reply #0
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>If the above is true, then: >1. What is the fail rate of a mastered (100%) skill?
Depends on the skill. Some skills it is 100% (sneak/hide), some skills there are lots of variables (bash, disarm).
>2. And do spells fail like skills do?
No. One bonus of being a spellcaster.
>3. If the skill is not mastered, what is the fail rate of >that? (Given that the skill is at 75%)
Same as #1. So long, and thanks for all the fish!
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WildGirl | Wed 18-Apr-07 06:13 PM |
Member since 16th Sep 2004
250 posts
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#17517, "Clarification and Question"
In response to Reply #1
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>>2. And do spells fail like skills do?
>No. One bonus of being a spellcaster.
Won't you sometimes fail if magic is waning? Don't know personally because I hate playing mages.
Another skill question:
Does dash increase the success of a given skill? It seems like my warrior rarely fails the skill if the dash is successful.
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incognito | Wed 18-Apr-07 07:35 PM |
Member since 04th Mar 2003
4495 posts
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#17519, "may I say"
In response to Reply #2
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This is probably the most sensible post I've ever seen from you, possibly because it has no obvious bias.
Seriously though, I think you've hit on some possible issues without being deflected by the trib/outlander issues.
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Valkenar | Thu 19-Apr-07 09:23 AM |
Member since 04th Mar 2003
1203 posts
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#17527, "You're not completey wrong..."
In response to Reply #4
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At least when it comes to the real world, there is some truth to what you are saying. The thing about the issues you're raising is that they're the way they are for balance reasons. If sweeping changes were made to skills to make them realistic, then other changes would have to be made to keep things even.
If mastered skills worked 99% of the time in all cases, a lot of them would have to go way down in power.
There are also definitely cases in which our skills work an unrealisticly high amount, even when mastered. Performing a wristlock in the middle of a dynamic stand-up fight is very very very hard and opinions may vary, but personally I think you're lucky to get a wrist lock 1% of the time against a resisting oponent in the real world.
Consider that you're not working against a target dummy, but a person who is trying to avoid your attack. If you are fighting against a person of approximately equal skill, are you going to be able to disarm them every time you try? Are you going to trip them every time you make the attempt? Watch some sport fighting, and tell me if every technique these highly skilled individuals try, succeeds as they want it to. You'll realize that the vast majority of techniques actually do fail.
Still, all of that is basically irrelevant, because the issue in CF is making it balanced so that fights are fun.
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#17532, "RE: Answer this then..."
In response to Reply #7
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You wrote:
"100% does not mean you can always perform the act flawlessly. It means you are as good as you are going to get at that ability."
You're right, and that's exactly why ALL actions, meaning all spells, communes, skills, powers, etc. A mage should sometimes stumble on the words to a spell every now and then, bite his tongue accidentally. Humans just are not perfect. So even at 100%, a mage should mis-cast - not fail a save, but fail to get the spell off in the first place. Spell save and the rest mean the caster/communer did act flawlessly, it's just that something the target did foiled or partially foiled the spell/commune. A communer should fail to get the right whatever go have that commune go out. The fighter should fail to whatever - as already happens.
You can argue where that fail rate should be set - fail rates shouldn't be the same for every ability and class, as you so eloquently described in your post, and I'd certainly support a much lower fail rate for spells/communes than for many warrior/assassin/thief abilities - but there should be some fail rate. Otherwise, as things are, your statement is a lie, and for all the mages and communers (and cabal powers) in the game, 100% does in fact mean they always perform the act flawlessly, and that's just wrong.
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Daevryn | Thu 19-Apr-07 04:49 PM |
Member since 13th Feb 2007
11117 posts
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#17535, "RE: Answer this then..."
In response to Reply #9
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At this point, I could rewrite all the skill echoes so it's "Bob jumps out of the way of your totally awesomely executed boneshatter." to be the analogue of a save, but that sounds like less fun than reading the telephone book.
Or I could add saving throws to ignore a bunch of the skills. You hamstring someone, but damn it, they make the save and they're not bleeding and don't take any damage.
None of this sounds like fun to do, and none of it sounds like it would make the game better.
I respect your opinions on a lot of aspects of the game; the way melee classes balance out vs. mages isn't one of them anymore, if ever it was.
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Daevryn | Thu 19-Apr-07 10:32 AM |
Member since 13th Feb 2007
11117 posts
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#17531, "RE: Answer this then..."
In response to Reply #4
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Consider that casters/communers also deal with hurdles like saving throws that 'skill' characters typically don't, and have to deal with the likes of deafen, tiger claw, manacles, worldbind, silence, spellbane, etc.
This isn't a game where all classes have the same challenges and play the same way. I'm not sure why we'd want it to be.
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