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Angelus said:
HoloDust said:

Yeah, I know about that, but this is what worries me:

"EG: You appear to be able to talk your way through a lot of tense situations. There are engineering and hacking skill checks. Is speech also a skill check?
Patrick Mills:
We don't want to gate speech behind particular classes or anything like that. We want that to be about the story and about your choices in the story."

I like when RPGs give you mechanisms, whether attribute based or skills, connected to dialogue options and what you can do via dialogue...that makes for interesting non-combat based characters builds.

I like those mechanics too, but I could sort of understand not having them, from the standpoint that using options that stem from those types of skills will pretty much always lead to the best outcomes, which is a little bit uninteresting if you're like me and just invest in those skills first thing, then proceed to cakewalk through every conversation with optimal results.

I see your point, but on the other hand, by investing points in speech related stats you're gimping your character elsewhere, so it forces how you play the game.
Of course, game abolutely must be designed in a way that you can never get even close to being expert (let alone master) in eveything...which is what, unfortunately, most modern AAA games are suffering from.