I increased my character's intelligence so he would be more

Post » Wed Mar 30, 2011 1:57 am

Clearly you don't see what I'm saying. You might want to think it over a bit more.


We see what you mean, we just have found a way to deal with the disappointment that at first might have been felt at the removal of something familiar.

Got a cool mage character that has lots of the blue meter to use? Assume he's intelligent.

This just gives people who like to roll warriors and thieves the ability to make believe their character is intelligent as well without having a number tell them otherwise :).
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Vivien
 
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Post » Wed Mar 30, 2011 6:33 am

Well technically you should see intelligence as simple mental potential. The more intelligent someone is, the faster they learn/understand, and the more they can learn/understand too.

So technically, this is pretty much fixed at birth, and maybe switched SLIGHTLY with the use of certain substances (which usually have to be taken daily), or by simple moving more and increasing oxygen flow in your brain.

Wisdom on the other hand, is learned through experience, and tips. experience makes it really effecient, and tips' efficiency depends on how prone you are to listening to other people


right you are, guess it's just wisdom, then

but, in real life, intelligence is like a muscle.
try to figure out your conscious take on everything (and not the one subconsciously built). like they say, look at things with the eyes of a newborn.
take some college classes... open your mind a bit to how much you don't know yet. etc
this is a sure way to increase intelligence.

they haven't made a word for it yet but.....your "seed", itself, is the factor of your potential
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Rebecca Clare Smith
 
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Post » Wed Mar 30, 2011 10:03 am

I can't tell if you're complaining or not.


Maybe because this isn't about complaining. Maybe it's about making a statement and moving on with life.
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emma sweeney
 
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Post » Wed Mar 30, 2011 3:38 am

Well technically you should see intelligence as simple mental potential. The more intelligent someone is, the faster they learn/understand, and the more they can learn/understand too.

So technically, this is pretty much fixed at birth, and maybe switched SLIGHTLY with the use of certain substances (which usually have to be taken daily), or by simple moving more and increasing oxygen flow in your brain.

Wisdom on the other hand, is learned through experience, and tips. experience makes it really effecient, and tips' efficiency depends on how prone you are to listening to other people

trust me its not. i went to the university of montreal to talk with neurologists about that (im not into neurology but i think its facinating) intelligence and the ability to learn is something you can train and develop its not fixed at birth except for some the actual limits that usualy no one achieve in both the most stupid and most intelligent someone can get.

and im not talking about knowledge
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Ashley Tamen
 
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Post » Wed Mar 30, 2011 3:27 am

This just gives people who like to roll warriors and thieves the ability to make believe their character is intelligent as well without having a number tell them otherwise :).


Want to emphasize this insightful word choice. There is clearly a difference between "roll playing" and "role playing."
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Connie Thomas
 
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Post » Wed Mar 30, 2011 12:37 am

Although I do see his point, for RP purposes I mean.


But the thing is, why does someone need a number to define their characters traits? That's what an imagination is for, one of the most important things for any RPG, pen and paper or video game. We don't need to imagine what your character looks like anymore, since you can affect that but if your characters smart, then you know he is smart, you don't need an worthless attribute to tell you that he is intelligent when in reality, it didn't really make your character intelligent.
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Causon-Chambers
 
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Post » Wed Mar 30, 2011 11:17 am

Here's one issue with removing stats: No chance for stat-based dialogue or options checks. In Fallout 3 or New Vegas, lots of options opened up based on stats, and without intelligence, you are going to not have a stat on which an option could be measured against. Of course, I guess the reverse of that is that people don't like being told what THEY can or can't do simply because of an arbitrary number, which I certainly understand. We'll just have to see how Bethesda manages their dialogue.

There were also skill based dialogue checks which is still possible and they could even just use the speechcraft skill to unlock new dialogue options so loss of attributes doesn't really affect speech options all that much (based off the assumption they would use a fallout style stat check which I'm personally hoping for)
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neil slattery
 
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Post » Wed Mar 30, 2011 9:57 am

There were also skill based dialogue checks which is still possible and they could even just use the speechcraft skill to unlock new dialogue options so loss of attributes doesn't really affect speech options all that much (based off the assumption they would use a fallout style stat check which I'm personally hoping for)


nah i prefer rolls with bonus according to skills rather than skill check. i mean even if you are very bad at doing something there should be a chance of sucess and if youre realy good a chance of failure
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Taylor Tifany
 
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Post » Tue Mar 29, 2011 8:05 pm

I increased Willpower to get more magick resistence, not to increase mana:)
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Scott Clemmons
 
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Post » Wed Mar 30, 2011 10:49 am

Want to emphasize this insightful word choice. There is clearly a difference between "roll playing" and "role playing."


Haha no difference with this one. I don't know why I choose to use that word when I talk about these things (role playing and characters and such).. mentally I have this picture of someone rolling dice and having a character materialize. I think that's why I say "roll" when it should more than probably be "role".

Whatever though, no edit for this one. Mock me all you like. :)
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Wayne Cole
 
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Post » Wed Mar 30, 2011 3:40 am

Thing is: You could use the "leave it to your imagination" argument on most roleplaying aspects of the game. All you really need are the visuals.

*picks up sword*

Hua! I'm a super strong master swordsman!

*sees rat*

Time to use my imaginary bash skill! Huzza!

Hooray, a critical hit!

:3
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Dan Endacott
 
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Post » Tue Mar 29, 2011 11:04 pm

Though I have no issue with the removal of attributes.


I haven't said anything about the removal of attributes, though I can understand why there might be a sense that I did. In fact I'm just clarifying on something Todd said, which apparently he wasn't very in touch with the fanbase on.

Whether they remove attributes or not, this oversight still means they need to rethink WHY people approached stats the way they did.
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Nathan Risch
 
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Post » Tue Mar 29, 2011 8:32 pm

Haha no difference with this one. I don't know why I choose to use that word when I talk about these things (role playing and characters and such).. mentally I have this picture of someone rolling dice and having a character materialize. I think that's why I say "roll" when it should more than probably be "role".

Whatever though, no edit for this one. Mock me all you like. :)


Nah dude, I'm serious. Those are two legit description of different types of gamers. One is the number crunching munchkins min-maxers that want oober stats and natural 20's, and the role players are content to develop character, participate in the storyline, etc.
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lisa nuttall
 
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Post » Wed Mar 30, 2011 3:51 am

I haven't said anything about the removal of attributes, though I can understand why there might be a sense that I did. In fact I'm just clarifying on something Todd said, which apparently he wasn't very in touch with the fanbase on.

Whether they remove attributes or not, this oversight still means they need to rethink WHY people approached stats the way they did.


Now now, none of us can say WE speak for the entire fan base (which is what your post makes it sounds like).

I for instance like the removal. I raised intelligence because I wanted my character to be "smart" and also to increase my magicka. Now however I don't have a number telling me my warrior is an imbecile. Hurray for having characters I want to think are smart and ones I want to think are stupid and no number telling me otherwise.
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Marta Wolko
 
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Post » Wed Mar 30, 2011 3:51 am

Here's one issue with removing stats: No chance for stat-based dialogue or options checks. In Fallout 3 or New Vegas, lots of options opened up based on stats, and without intelligence, you are going to not have a stat on which an option could be measured against. Of course, I guess the reverse of that is that people don't like being told what THEY can or can't do simply because of an arbitrary number, which I certainly understand. We'll just have to see how Bethesda manages their dialogue.


Well said. Basically, they COULD have quantified attributes like intelligence the way I described them, but clearly that was not the direction they wanted to go.


I don't disagree, I just want to point out that this sort of motivation for attributes probably isn't going to apply across the board. It's probably going to depend on the individual attributes and skills in question.

Take the intelligence example. How could the game quantify intelligence? By how well you do in dialogue, how much magicka you have, and how well you can pick locks. What Bethesda decided to do was remove any overarching governing attribute for these game mechanics, and let each mechanic be governed by its own number. For dialogue there's the Speechcraft skill; for magicka pool there's the Magicka Pool; for lock-picking there's Security. (I'm assuming there are these skills, but if they are perks the point still stands). Now, you might say that all these things my character is doing are expressions of his intelligence. That's not entirely wrong, but it could be a little misleading. It's pretty obvious that someone who is very intelligent in conversation might be very poor at picking locks; and vice versa. The sorts of abilities we describe as manifesting intelligence are a pretty motley bunch. There's probably no unified cognitive capacity underlying all of them, which is the person's "intelligence". In this case, Bethesda's decision seems reasonably well-motivated.

But on the other hand, this sort of design decision is less well-motivated for other combinations of attributes and skills. How could the game quantify your strength? One obvious answer is by how much damage you do in combat. But now suppose that's governed by the relevant weapon skill. Now consider a character with a high one-handed skill and a low two-handed skill. How plausible is it that if that character starts using a two-handed weapon that they'll do pretty much the same amount of damage as a character who also has a low one-handed skill? Not very, to my mind. This is where the Strength attribute looks well-motivated: it represents a unified trait of the character which is manifested in a variety of abilities. Of course, there are other ways of solving this problem without using attributes, and just using skills, HP/MP/Stamina, and perks. But the attribute method looks a natural one.

Anyway, the main point here is, to reiterate, not that I disagree, but that the relation between Intelligence and its related abilities may not be the same as the relation between Strength and its related abilities, or between Agility and its related abilities, and so on. This complicates this argument about attributes - in both directions. Todd's argument that raising Intelligence is just about raising Magicka, therefore Intelligence is redundant, is fair enough; but problems arise when one wants to generalise it to other attributes. Similarly, while there's an argument for retaining a Strength attribute, because of the way it governs multiple weapons skills, that argument doesn't easily generalise to other attributes.
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Lucie H
 
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Post » Wed Mar 30, 2011 4:20 am

Nah dude, I'm serious. Those are two legit description of different types of gamers. One is the number crunching munchkins min-maxers that want oober stats and natural 20's, and the role players are content to develop character, participate in the storyline, etc.

in my oppinion they sould make it so that munch kins find what they need in depth of equipments and enchantment while roleplayer are not forced in a complex number system for their characters. and i say that even if i'm a munchkin at DnD
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Alex Vincent
 
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Post » Wed Mar 30, 2011 4:47 am

Thing is: You could use the "leave it to your imagination" argument on most roleplaying aspects of the game. All you really need are the visuals.

*picks up sword*

Hua! I'm a super strong master swordsman!

*sees rat*

Time to use my imaginary bash skill! Huzza!

Hooray, a critical hit!

:3

I was going to say something like this but I lost ideas after clothes and race being unneccisary with the 'wonderful power of imagination'
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Suzy Santana
 
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Post » Tue Mar 29, 2011 8:21 pm

Nah dude, I'm serious. Those are two legit description of different types of gamers. One is the number crunching munchkins min-maxers that want oober stats and natural 20's, and the role players are content to develop character, participate in the storyline, etc.


Oh of course.. I mean.. I obviously meant to have my words be saturated in insight and intellect and, with a play on words, convey that these gamers are more concerned with numbers than just role playing... :whistling:

I'm so smart...

haha (I think I blew my cover didn't I? :( )
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Auguste Bartholdi
 
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Post » Wed Mar 30, 2011 11:51 am

Now now, none of us can say WE speak for the entire fan base (which is what your post makes it sounds like).


I do not speak for anyone but myself. It's possible someone else feels the way I do. I don't know.

But there is at least one individual to whom Todd's statement does not apply.
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Dragonz Dancer
 
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Post » Wed Mar 30, 2011 9:05 am

There are still other ways for the player to choose how smart the character is besides immagination or a number. Word choice in speechcraft for instance, you could talk like a minnesotan hick(myself), or someone who just got outta Harvord as valadictorian. Ways to run into combat, like should you use fire for the ice troll or ice against it, or proper use of the uper ground. Traps could be solved with or without looking at the directions on that item that spells it out for you.

My swordsman happens to draw pretty lanscapes to keep his mind sharp so his blade doesn't dull, but his inteligence number is still a 10 because I don't wanna bother increasing my magicka? Ya...thats roll playing all right.

The day numbers and bars are completely under the rpg hood, I will be a happy panda.
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GEo LIme
 
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Post » Wed Mar 30, 2011 4:12 am

nah i prefer rolls with bonus according to skills rather than skill check. i mean even if you are very bad at doing something there should be a chance of sucess and if youre realy good a chance of failure

Either one would suit me really but I suppose a chance to fail despite being good at something would be a more realistic approach. Point being I think fallouts dialogue system works pretty well :).
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how solid
 
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Post » Wed Mar 30, 2011 5:00 am

I do not speak for anyone but myself. It's possible someone else feels the way I do. I don't know.

But there is at least one individual to whom Todd's statement does not apply.

can you specify the exact statement please?

your own statements are interesting I would hire you in a lead desing team.

@br0sk1 yea thats true
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Nicole M
 
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Post » Wed Mar 30, 2011 11:00 am

There were also skill based dialogue checks which is still possible and they could even just use the speechcraft skill to unlock new dialogue options so loss of attributes doesn't really affect speech options all that much (based off the assumption they would use a fallout style stat check which I'm personally hoping for)

I hope they do that do, it makes all skills more valuable. And make Speech skill esp good. In past TES speechcracft has been a joke, it they get rid of the dumb mini game and instead use the fallout system skill check it will make the skill useful again.
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Charlotte Buckley
 
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Post » Tue Mar 29, 2011 8:38 pm

Nah dude, I'm serious. Those are two legit description of different types of gamers. One is the number crunching munchkins min-maxers that want oober stats and natural 20's, and the role players are content to develop character, participate in the storyline, etc.


I crunch numbers for the sake of role playing, not min-maxing. :|
Am I a third type?
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Elisabete Gaspar
 
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Post » Wed Mar 30, 2011 11:25 am

I crunch numbers for the sake of role playing, not min-maxing. :|
Am I a third type?

no it just means you are between. he said two types of gamers but in reality its just too side of a spectre just like people are not either communist or pure capitalist they are mostly somewhere between
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Rude_Bitch_420
 
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