CRAZE'S DIRTY LITTLE SECRET
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post=141828post=141821I know that Dragon Age gives out more poultices if you don't have many. That's... all I can think of off the top of my head, though.
If you used words rather than numbers, this wouldn't be a problem! Actually, I really hate numbers in a skill description, but that's just my preference.
But I am down for the concept. Valve's Left 4 Dead series does a very similar thing with scaling the amount of items and enemies depending on how bad or good you are doing (Director AI). It's not a hidden mechanic (it's actually their main one), but you never know how it actually works. It makes the game what it is. An RPG doing this would be cool if there isn't one yet.
It was kind of slacking on doing this when I was playing, then.
It's toned down on harder difficulty levels. I think it worked, though - I still crafted a bunch, but I beat the game without a single healing spell.
Lying to the player is definitely bad. Vagueness, not necessarily so bad.
Thinking on the question, I'm mostly struck by the number of times I've seen a Luck stat in RPGs described no better than "This might do good things for you, sometimes!" So I guess if you're explicit in the difficulty levels that you're lying about unspecified things, I'm not really inclined to react with outrage... though that's separate from believing it'll necessarily be effective.
I wouldn't want a DM of mine to fudge battle rolls on the spot, generally. What I do count on is them opening up, for example, possibilities of something less than total party failure if things do start to go badly.
Thinking on the question, I'm mostly struck by the number of times I've seen a Luck stat in RPGs described no better than "This might do good things for you, sometimes!" So I guess if you're explicit in the difficulty levels that you're lying about unspecified things, I'm not really inclined to react with outrage... though that's separate from believing it'll necessarily be effective.
I wouldn't want a DM of mine to fudge battle rolls on the spot, generally. What I do count on is them opening up, for example, possibilities of something less than total party failure if things do start to go badly.
Lots of good ideas in this thread - normal vs hard mode, fudging things to make the experience more exciting for players, etc.
In the end, though, I'm personally a fan of tranparency.
Case in point: When I was a kid, I was fighting some epic battle in FF6, nearly the whole party was dead and my last guy was at critical HP. I was almost ready to hit the reset button when suddenly my guy started zooming all over the screen kicking ass in some desperation move (I forget which char) and it was the coolest thing ever - even won the battle.
That was probably my greatest moment in RPG gaming, and it might have been diminished if I was just getting better rolls under the hood.
Players can opt not to rea a FAQ and they'll be just as surprised as I was. But when it happens, they'll know and they'll appreciate it. There's nothing deceptive about an undocumented feature like that.
In the end, though, I'm personally a fan of tranparency.
Case in point: When I was a kid, I was fighting some epic battle in FF6, nearly the whole party was dead and my last guy was at critical HP. I was almost ready to hit the reset button when suddenly my guy started zooming all over the screen kicking ass in some desperation move (I forget which char) and it was the coolest thing ever - even won the battle.
That was probably my greatest moment in RPG gaming, and it might have been diminished if I was just getting better rolls under the hood.
Players can opt not to rea a FAQ and they'll be just as surprised as I was. But when it happens, they'll know and they'll appreciate it. There's nothing deceptive about an undocumented feature like that.
This is probably pretty common in the best games. For example, there is a reason why Resident Evil 4 always had just the right feeling of danger and intensity (look it up).
We hate finding out about these things, but when we don't know they are happening, we praise the game's intangible but perfect sense if gameplay balance.
We hate finding out about these things, but when we don't know they are happening, we praise the game's intangible but perfect sense if gameplay balance.
















