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A scholarly wizard who accidentally causes a catastrophe because he's too focused on his studies? Yep, that's here. For example, with the attributo agility talent, (SP*/3 + 1) is the bonus applied to the target's agility.Yes, it's unfortunate that the basic ideas are somewhat generic but the real disappointment is that they're used in a generic way. Generally, the higher the SP*, the more effective the talent is. These points are usually used in magic talents, and are designated as SP*.
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For example, with lock picking the tool bonus (or -10, if the character doesn't have a tool) is added to the TP, and the difficulty of the lock is added to the dice rolls.įor each successful test, some number of prowess points are left over. In general, bonuses are added to the character's TP, and penalties are added to each roll of the dice. Some tests also involve bonuses and penalties. If the character has scores of 12, 11, and 14 for those attributes, and rolls 13, 15, and 10 in the talent test, then the character would only pass the test if he or she has a TP of at least 5 in the talent (in order to bump up cleverness by 1 point and courage by 4 points). The character must meet or exceed the three dice rolls in order to pass the test, but the character can use his or her prowess with the talent (TP) as bonus points where needed.įor example, the animal lore talent is associated with cleverness, courage, and intuition. This test involves rolling a 1D20 die against the three attribute values associated with the talent. No luck involved, just stats.Ī talent test is typically used to calculate success or failure with a talent. bandages are good for deep cuts or bleeding wounds but not for traumas or burns).
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Much better would be if the game checks the severity of the wound against several factors such as: skill of the healer, quality of the medicament and, most importantly, if I'm using the correct one (i.e. No incentives to improve even if the bandages were scarcer I would probably just save and reload waiting for a good chance. Since I've plenty of bandages, I don't mind wasting a few I just feel like I'm flipping a coin and waiting for the correct side to show up. What usually happens is: the first try, I fail the second try I fail again and the third one succeeds. In Drakensang, I'm finding myself with dozens of bandages and the companion with the highest 'treat wounds' trait has only a 7: Let's do a practical example of what I meant, using an in game example: I need to heal someone from a wound.
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It's my fault, I didn't explain correctly (as you might have guessed from the spelling error, I'm not a native english speaker). I'm not particulrly impressed by the gameplay mechanics but the game is enjoyable enough. Kind of odd and illogical becuase fighting with bare hands and fighting with a tool are two very different things. brawling influences the basic attack and parry attributes, so any kind of melee fighter has to increase this attribute as well. Amazon armor is classified as light and yet it has the same limitations. At first I though the limitation was based on the encumberance, but I noticed that a leather armor has the same encumberance of a chainmail but the first allows you to cast spells. mages cannot cast spells while clad in armor: another dumb rule that plagues many fantasy RPGs. Either you can do something or you can't. I never understood the fascination with dice rolls. So, even the most trivial activities become a matter of trying until you succeed. every action seems to be heavily influenced by look.
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