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A Quick Idea


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#1 Domi

Domi

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Posted 09 January 2008 - 08:37 AM

Basically, I was thinking how high to set up the skills check for Pass/Fail options on the many, many, many conversational and stats checks in the Deathstalker, when it occured to me that I should be doing not a 'hard' check on PC's score, but to check if her score on this skill is higher than that of the NPC she's trying to sweet-talk, bluff, outwit or intimidate instead. Does that sound better than the 'get that number' check?
Faster. Faster. Faster would be better. -Mal Reynolds, Serenity
I understand that folks prefer code that works. -CamDawg, G3

#2 BigRob

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Posted 09 January 2008 - 06:36 PM

A "resisted" check might be useful in some situations, like when you're both trying to convince one another to do something, but there would be times where it doesn't make sense. For example, if you try to intimidate someone into telling you something that someone else has intimidated into keeping secret, it wouldn't make sense that you would be battling the target's intimidation score, it would have to be a difficulty based on how afraid the person was of the original intimidator.


(I think I just achieved some sort of record for the use of the concept of intimidation in a sentence)
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#3 Domi

Domi

    Where is now your Troy, O Cassandra?

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Posted 10 January 2008 - 12:43 PM

I don't really do external influences for this one, but on another hand, maybe I was oevrthinking it to start with. Hmm, you might have broken a record there :)
Faster. Faster. Faster would be better. -Mal Reynolds, Serenity
I understand that folks prefer code that works. -CamDawg, G3

#4 Domi

Domi

    Where is now your Troy, O Cassandra?

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Posted 15 January 2008 - 01:01 PM

Another bright idea. I would like to use failing certain dialogue checks to gain influence with the companions. Well, that's when I actually get to coding. Still writing the thinggie.
Faster. Faster. Faster would be better. -Mal Reynolds, Serenity
I understand that folks prefer code that works. -CamDawg, G3



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