RMMV [Poll] Would you rather see or not see a skill check?

Would you rather see or not see a skill check?


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Morpheus

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Let's say you're speaking to someone who is lying to you.
You need an Insight skill of 35+ to see through their lie.
Would you rather have the dialogue automatically change if you pass/fail the check or would you rather see a popup saying something like "[Insight Check: 35] Passed!/Failed!" and then having the dialogue change?
 

Trihan

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I'd like to know whether I passed or failed, but don't necessarily need to see the number rolled.
 

Willibab

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I liked Fallout NV's approach, you are unable to do that option but you see what you would need to be able to. It certainly motivated me to make endless alts :p
 

HumanNinjaToo

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I'd like to see some indication of what I needed to pass the check. I think this would be important for subsequent playthroughs, if you want to make sure you get the target skill points needed to see the different dialogue options.
 

Pearsona

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We don't need to see the exact number, but it's nice to see that we failed the check. Persona comes to mind, as some dialogue options show up but then, if you select them, tell you that your social stats aren't high enough.

For example, you try to see through a con artist's lie but your perception or wisdom isn't high enough, maybe there could be some flavor text like 'something feels off, but your [stat here] isn't high enough to tell exactly what it is'.
 

The Stranger

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Hide it. Make it so I am fully aware I've failed the skill check through the dialogue itself. I'm not a fan of seeing mechanics at play in RPGs, with the exception of things such as a minimal HUD.
 

Sword_of_Dusk

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I tend to prefer the Fallout: New Vegas approach. Let me see the requirements to pass the check, but even if I don't have what's needed, let me select the option anyway so I can see what's said when I fail.
 

RedFawkes

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I like the original Fallout games method. It doesn't indicate that an option is there because of a skill point check. The option is simply organically integrated to the dialogue menu. It encourages the player to roleplay and choose what they believe is the best answer.
 

Wavelength

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Ahhh, see I don't play too many videogame WRPGs, so it's hard for me to make that call - but I do play some tabletop RPGs, and in those you essentially know the calculation (you roll the die and you generally know which stats are being added to that roll), but you often don't know what target is needed for a certain roll; you just sort of find out a moment later as the events unfold whether your roll passed or failed.

I think definitely don't show "Passed" or "Failed" - just let what happens speak for itself, and create that moment of drama where the player is hanging on and hoping it goes well. But I would probably show either the calculation (including the roll), or the target you need to hit (and the probability of hitting it), or both the target and the modifiers (and the probability of hitting it, but not the roll) - whichever one you think is more important for the player to understand why the pass or fail happened. Show something, but not everything.
 

gstv87

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I'd rather see something like
"Sentence" (Insight)
"Sentence" (Intimidation)

and on pass/fail, see the result as a popup, but not the value.
 

HumanNinjaToo

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Which game showed the dialogue options for skill checks as color coded? Yellow meant you had reasonable chance to succeed, red meant slim to zero chance, and green meant it was a for sure success.

I thought that was a pretty good way to show when a skill check was needed for certain dialogue options because even if you didn't have a lot of points put into whatever was needed, you still saw the options and could adjust with a new character.
 

Sword_of_Dusk

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Which game showed the dialogue options for skill checks as color coded? Yellow meant you had reasonable chance to succeed, red meant slim to zero chance, and green meant it was a for sure success.

I thought that was a pretty good way to show when a skill check was needed for certain dialogue options because even if you didn't have a lot of points put into whatever was needed, you still saw the options and could adjust with a new character.
Fallout 4 did that.
 

Frostorm

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You can offer the best of both worlds by having an option to enable/disable the feature so it pleases a wider audience. For the showing crowd though, don't show the numbers until AFTER the fact. This way it's fair to the non-showing crowd.
 

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