» Sat May 29, 2010 10:04 pm
The idea of minigames isn't terrible, but the implementation was.
Speechcraft had absolutely nothing in common with the mingame of the same name. It rendered the character's skill meaningless and replaced it with a funky wheel that didn't resemble anything. The very first OB mod I added was Persuasion Overhaul, to remove the offending mini-game.
Lockpicking was closer, but still relied 90% on player skill, rather than the character's. The "perks" at 25 point skill increments lessened the penalties for failure, but did nothing to make the basic mechanics any easier as you progressed. As a SLIGHT improvement, FO3 added a stat check to forbid access if your skill was too low, but if you met the requirement, the game was still unaffected by skill. A BETTER approach would have been to vaary the speed, sensitivity, and/or "stickyness" of the tumblers according to the DIFFERENCE between your skill and the difficulty of the lock, and not in 25 point leaps. At low skill level, even easy locks would be a challenge, while hard locks would simply be too difficult, regardless of the player's own relexes and dexterity. At high skill levels, the easy locks would be so slow and lethargic that you could work them without even concentrating, while the most difficult locks would become merely "challenging". The game shouldn't rely solely on player skill, but it can be allowed to make the difference in "borderline" circumstances.
Combat as a mini-game was mediocre. Again, player skill trumped character skill, and the only effects of the character's weapon skills were to nerf damage and to trigger the next special attack "perk".
Somehow, I can't picture Alchemy or Armorer skills being improved by a mini-game, although I would like to see some "challenge" half-way between MW's "frequent failures" and OB's "can't possibly fail" approaches. Allowing you to either choose a "safe" and always successful, but limited result within your skill range, or push the envelope (slightly) for a riskier but more rewarding outcome, would be far preferable to MW's "8 failures and 1 success" at low skill levels, or OB's "can't even try at 24 skill, but can't fail at 25". Making it possible to try things too far above your level would merely lead to payers reloading and trying again until they got a success, which is probably how some MW players managed to pull off a few of those "exploits". Having "marginal success" or "marginal failure" results that lead to slightly less desirable outcomes (weak or spoiled potions, loss/use of repair items/parts for minimal benefit, etc.), if a "skill check" falls near the borderline, would be more interesting than the simplistic "succeed/fail" die roll mechanics and "all or nothing" outcomes of the past.