So given that there seem to be enough bobbleheads to imply 13 skills, and in the crafting thing we saw that there were ranks in the science skill (but much lower numbers), would having, say, 5 ranks per skill and two tiers of points again, one every couple of levels for perks and a few per level for skills, really be that much of a difference? I mean, in previous Bethesda Fallout games, the important part of skills wasn't whether you had 36 or 37 lockpick, but whether you had 25 or 50 lockpick so you could open different safes. You could still have skill checks in conversations the same way as 3 and new vegas, but it would be like needing rank 2 barter, rather than 40 points in barter.
Anyone with me on this?
Probably right, now that you point it out. I suppose really it comes down to increasingly taking dice rolls out of RPGs, doesn't it? Like, in the original games, a 67 skill in lockpicking meant a 67% chance of picking a lock of a certain difficulty (for example, numbers pulled out of my ass), and this applied across all skills (no idea how stealth worked for them though - not very well as I recall!).
People hated in fallout 3 that point and shoot didn't mean point, shoot and hit (understandably), so it's not desirable to have dice rolls there. Similarly, with lockpicking, hacking etc there's a minigame now, so the same restriction applies to some extent, so those skills really just become a method of gating access. Maybe you allow for more gradual decreases in the difficulty of the minigame itself. I feel like in the past they did this with lockpicking, but maybe not with science as it might be trickier.
Speech checks definitely stand out as something which is mechanically the same in old and new Fallouts, but which has had the RNG element removed (actually, did fallout 3 use an RNG for speech checks? It's been a long time!). That fits in with a whole other trend of exposing these systems in RPGs rather than leaving them under the hood.I believe inn older fallouts (likewise infinity engine games) there would be no warning you were about to get a speech check.
There are other areas - stealth, repair etc - where more mathematical systems still make sense (distance at which you can be spotted, amount of durablity restored etc) but obviously having separate systems for these is silly.
I guess a lot of it comes down to people want to feel like their character progression has an immediate and direct relationship with their progression through the story - rather than it being a sort of preparation for a probability based number game. When it comes right down to it, I'm not sure I've ever felt the RNG has added to my experience in and of itself (maybe XCOM).
And, to sum up my ramblings, there are definitely things involved in bringing Fallout to the first person that warrant the excision of the random element, and the only things that do suffer, suffer minutely. I'm coming round to the idea, really.
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