hdghg Posted September 25, 2013 Report Share Posted September 25, 2013 This isn't something I think can realistically be changed in Y1, but I'm hoping balance and opportunity costs will be considered in Y2. Basically, an "opportunity cost" is when choosing to do something means you can't do something else. Consider one of the negative actions, like bully. Bully has no stated costs or downsides, but it takes up a timeslot that could otherwise reliably mean a permanent 2 or 3 extra skill steps. Essentially I'm giving an NPC 3 points of stress for the cost of 2 or 3 permanent skill steps. This makes it extremely weak and a character that tries to use this sort of action frequently will find themselves with very low stats (and thus unable to complete anywhere near as many adventures etc) compared to a more optimal character. I think that an awful lot of the actions, abilities and spells fail to meet their opportunity costs to such an extent that they are effectively useless. Negative actions are the most obvious ones because the player typically sees little or no benefit. Others include a lot of the social actions and a lot of the spells and abilities that offer temporary benefits. Temporary boosts that are targeted and substantial can be useful to overcome high rolls and pass adventures, but there are some real stinkers in there - I'm sure I've seen one that offers as temporary increase in 2 random skills. Items are also pretty bad if they are unidentified. I've had plenty that need a time slot on identification and then turn out to give a pathetic +1SS or something. These are just begging for a reload and then to rot in the wardrobe forever. I do like roleplaying my way through games and trying different playstyles, I understand that it's unrealistic to expect complete balance, but I don't like choosing a playstyle if I know it will massively nerf my character. Archetypes like the social butterfly, unacademic athlete, prankster or bully that initially appear to have skillsets to allow them to be played turn out to be very weak indeed unless I "break roleplay" and end up doing pretty much the same thing (i.e. sitting in a library between adventures) with all of them. This cuts down on replayability because either there isn't much variety between characters or they're frustratingly underpowered and will struggle to make a mark on the adventures. One solution might be to split up skills so practical skills (social, sports, crafting etc) can't be trained by book reading and the player actually has to use them in order to improve. That is, by adding appropriate expand skill effects to social/practical actions. This is also realistic - you don't get good social skills in real life without spending quite a bit of time talking to people, or become a master archer without firing off a lot of arrows. Link to comment Share on other sites More sharing options...
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