I hope they bring back events like having a weapon explode in your hands if the character has low weapon skill and/or the gun has low condition. It would make things more interesting for me when playing a character with low combat skills or no access to high-quality equipment. BGS does not like to 'penalize' players though...
You
skill would have nothing to do with your weapon blowing up in your hands. That would be because of a low Luck and low weapon condition. You are talking about critical failures, which may things such as dropping the weapon, the weapon jamming, the magazine falling out, fumble with a grenade and drop it by your feet, swinging with a melee weapon and hitting yourself or dropping it. Stuff like that, caused by a low Luck and in some cases, the weapon condition as well. This would also happen to enemies with a low Luck or if you had like the Jinxed trait which brings bad luck into combat for both your side and your opponents. Critical Failures are like the opposite of Critical Hits - there's a chance of them occuring, not too often, but there are different variables that cause the percentage to go up or down. In both these cases now is the Luck stat.
With the Project Nevada mod NV has dynamic crosshairs that show weapon accuracy as your SPECIAL. skill, weapon type, ammo (low spread or increased) change. A high condition sniper rifle used by a 100 skill character with trigger discipline has a much smaller hit box than a level 1 pacifist character trying to use the same weapon. The dice roll is still being performed but it is being shown in a realistic fashion. The bullet will go anywhere in that hit box so even a player with great hand-eye coordination aims straight at a target's head it may miss because the hit box is larger than the target's head. The dynamic crosshair is great for showing recoil too. It is a simple and very straight-forward method of displaying a character's chance of success.
No arguments here, it's a great thing in that mod.
I hope BGS changes the skill check for non-combat skills to being invisible thresholds... so a player can still choose to attempt a speech/science/lockpick/repair/etc... challenge without knowing ahead of time if they will fail. Showing the thresholds ruins the flow of the game, for me, and reduces entertainment gained from those skills. It is much easier for me to accept failing at a challenge and taking the consequences if the chance of success is not readily apparent. I know the originals showed a % chance of success, but at least they did not say that a challenge is impossible to succeed before the character attempts it.
When I come across a skill check in a dialogue, and see that I am 5 skill points short in that skill to choose it, it's kind of annoying. Sometimes, I just exit dialogue (if I can), read a skill magazine, and then restart to do that skill check. I like that Obsidian has put a less smart line if you don't meet the requirement, but I don't think the exact requirement need to show, because you know that you should avoid picking that option if it's a certain fail. Just remove the number, and you can pick that option at own risk, maybe without knowing if your skill is high enough (it'd still say [Speech] but not [Speech 55/60]).
In the originals, I thought it was something like... a certain speech option didn't even show up if your speech didn't match the requirement. In Fallout 3 it was a precentage, if you had maybe 50% that the NPC would believe you when saying the same line. I'd like maybe some kind of mix between these, and still not showing a [Speech 50%] or a [Speech 55/60]? I don't know.
I think maybe there should be 3 (or even 4) different speech options, 1 is a bad answer when your skill is low and it'd be apparant that you'd fail the check. 2 is a pretty good answer but still not the best you could've said, there is a chance the NPC won't buy it. 3 is the best answer to the situation.
Say there's a Speech check of 60. Your skill is 30, you can only say option 1. If it's 50, you can say 2 with a chance of failure. Over 60, you can say option 3. Of course, you don't see that you need above 60, it'll be up to you to see if your answer is good enough.
SPECIAL needs to have a more drastic effect on gameplay... tired of seeing people comment on how stats are not useful for the skills they govern.
Perception should effect draw distance of NPCs, if they crosshairs show the target as hostile or not, if a container is empty from a distance and stuff like that. It shoudl also effect the draw-distance of traps so that a low PER character will not notice one until triggering it.
No complaints. Perception need to be much better. I think you should be able to see through people's lies in conversation as well ("Why do you look so nervous? Are you sweating? Why did you look away when you said that?")
Charisma should alter the skill thresholds for dialogue challenges... so that some challenges are impossible without a very charismatic character.
You know, I never thought of that. Like if you have a Charisma of 1, the Speech skill check might be 80, but at a Charisma of 10, that same check might be 40.
Karma should determine if a NPC will talk to the character and the degree to which they will divulge information or cooperate. A mafia kingpin should only deal with evil bastards in some matters and trust a white knight with others. Speech perks could alter this like in the original games.
I am not so sure how people can see if you are evil or not if they don't know you. I think Reputation should affect people in this way, having a Reputation as a Bounty Hunter, a boss that needs an assassin will think you're more fit for the job than if you didn't have that Reputation (maybe depending on what jobs you've done, you might get reputation as an "Evil Bounty Hunter" or a "Good Bounty Hunter")
But I do think that Karma, if it shall stay, should play a bigger role in-game. As it is now, it's just if you RP and want the game to acknowledge that your character actually IS evil other than you saying so, and of course the endings will be altered. But I think if you've got Evil Karma and is kidnapped by a raider gang, and is now standing infront of the leader, then you could be given a dialogue option to say something badass and impress the leader. You'll get on his good side, so that it'll be easier for you to go when/if they release you. If you're a Good Karma guy, you might be in more trouble though as you'll spout something about justice and morals in their faces, unless you keep a cool face and a good Speech skill.
Luck, gun skill, weapon condition should effect the quality of critical hits and that includes sneak attacks. An expert marksman should have a greater chance of a devastating sneak crit than a novice even if they are at point blank range. All criticals should be better than normal hits in any case.
Endurance could have a greater effect on total health pool and limb health.
Yep and yep.