Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
I'm not sure what tables you've played at, but I've had a lot of d20 rolls for dialogue/Roleplaying checks at tables, especially knowledge checks. Persuasion checks happen a lot in my games, pass or fail, the game continues.
An excerpt from Storm King's Thunder, an official 5th edition module of D&D
Zephyros means no harm. If the player roleplays well and makes a convincing argument, allow the character to use an action to make a DC 15 Charisma (Persuasion) check, with advantage if the character is a member of the Lords' Alliance, and with disadvantage if one or more members of the strike team are dead. If the check fails, the dwarves say they "can't take any chances" and press forward with their plan
You're welcome Sheldon.
KOTOR had the rule called "Take 20"
Take 20 is basically when characters had the time to take whatever time was needed to accomplish a task. In KOTOR that would be things like setting mines, disarming mines or doing security checks because you're not in combat.
It effectively made it so you automatically "take 20" from the 20 sided die and then add the available modifiers.
Since the DC (difficulty class) for disarming a minor mine was 15, so long as you had 1 point in demolitions you would always disarm it because of take 20, but you could easily fail higher DC mines or security doors without putting in the necessary points in the skill, but if you were to try and do so in the middle of combat you'd have to roll that 20 sided dice and add your skill to whatever that was.
Whatever it takes to make you feel like a winner, I suppose. Maybe someone will make a mod to remove all possible challenge from the game. In fact, I bet it would be pretty easy. Just load up the game and have it play the final cut scene of your choice. Shouldn't be that hard to implement.
Sounds like YouTube might be the game you're looking for. You do you, mon ami.
And as for 'take 20' rules, those are stupid in my book. In real life, just because you take ten days to pick a lock doesn't mean you'll succeed if you have absolutely no idea how to pick a lock. That's like saying if I spent 10 years trying to build a fusion reactor I would automatically succeed even if I never bothered to learn anything past first semester physics.
It exists because GM's can't be bothered to come up with non-linear plots, or because the GM is a kiddo. If you don't want them to fail, just don't attach a die to roll it dummy.
And this is your daily reminder that X-COM shamelessly cheats in the players favor, and people STILL say it's unfair to this day.
in computer games explicit RNG should be replaced with complex calculations as much as possible, and the rest of RNG should be moved to AI behavior. Skill checks should be either soft or hard thresholds, to prevent save scumming and frustration.
Fallout New Vegas did a nice job on its skill check approach.
Make the game a chess, that rewards players for smart moves and punishes them for stupid moves. Don't make the game a gambling simulator, when losing just makes players feel they were just not lucky enough.
That's why take 20 requires skill points invested in the particular skills. If you don't know how to slice a door, you can't make the attempt because your character has not taken the time to learn how to slice a door, and a higher DC would be required for more complicated doors.
Which is how in D&D 3.5 (KOTOR) and Pathfinder you can have skill checks that requires things like in the 30's or 40's for individual skills, whereas in D&D 5E those kind of skill checks have been removed and instead uses a proficiency rating, with some classes like rogues and bards getting expertise.
There's less bloat and number crunching. allowing more room for stories and role playing in the tabletop. But there is also a lot more room for failure in 5E because skills have a different system that you don't put points into every level up.
The point is, don't include dice check events in situations where the outcome is certain. It's a waste of time in 99 out of 100 cases. GM's that rely on those types of things designed a bad adventure, and this helps mitigate their bad design. If the group fails to slice a door, oh well, guess we're using grenades should be the alternative.
Why? And I mean that sincerely? I'm curious why gamers have gotten to a point where the idea of bad luck is a no go. There has always been some of that, but never the number of complaints we have now. Because it feels bad, man? I mean the reality is that there is a hell of a lot of luck involved in life along with a healthy amount of work. Bad ♥♥♥♥ happens. Is this a reaction to our crazy world- trying to control the chaos?
But hey, I came from the generation that made the phrase "♥♥♥♥ happens" popular.
It is better than static checks since those lead to an auto win in unrealistic situations.
I liked kotor but imo the game in that and BG 1&2 were far less demanding and impacted by the dice.
BG3 dice are jarring and annoying... Why the hell do they need to cover the whole screen..
In game, it doesn't matter that it always start with the 20 up because it isn't affected by the tactile interaction between dice, surface, and human hand. You're basically arguing that human beings get a "feel" for the dice. I wouldn't really hang my hat on that, and humans have varying abilities anyway.
But either way, RNG is still random enough (and not too random) for games. The issue isn't RNG, but human perception of RNG. That perception can, and should, be overcome by the human mind.
I wouldn't confuse the voices of a couple misguided "gamers" as representative of the general gamer because most gamers are generally content with most game designs and aren't ever on forums to complain or even discuss the merits of basic things such as creating uncertainty in games.
LUL at using intuition to explain randomness in video games -_-
The day I played on Legendary and checked googled how much advantage X-COM gave to the enemy over the player was such a rude awakening for me lol. I was like no way that Legendary = normal randomness WITH a little help for the player still. Stopped complaining about RNG since.