A delightful but maddening tension.

    • Morgikan@lemm.ee
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      1 year ago

      So much replayability! I’ve been experimenting with different approaches to situations and just for the Grove have found 5 different solutions. One of them was only possible by me failing a skill check first.

    • mrnotoriousman@kbin.social
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      1 year ago

      There’s been one time I didn’t accept the consequences and that’s when I used all 4 inspiration points and never got higher than a 3. No shame lol

  • jackfrost@lemm.ee
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    1 year ago

    I’m coming into Act 3 now, and there definitely have been a few story junctures where a failed check would have had severe consequences, or it would have caused me to miss out on some nice loot.

    I’m also not a fan of a 1 being a critical failure. I think if you have the bonuses, they should always be counted. Maybe scale them down to compensate for the adjustment. Maybe even use a different die. But don’t negate them entirely, unless maybe the character who’s rolling truly has no relevant proficiency.

    It made me miss the RPG systems where if you have like 50 points in Speech or Intelligence, you just automatically pass a dialog check. It lets people be consistently rewarded for investing points in a specialization.

    Still a fantastic game with an epic fantasy vibe that I haven’t felt since Dragon Age Origins. It’s a small gripe.

    • KarmicSquish@lemmy.world
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      1 year ago

      I love the idea of critical failure as well as critical success. I kind of wish both were a bit more impactful.

      Crit fail should have some interesting outcomes beyond auto fail and crit success should have something interest as well.

      I think it would be fun

    • givesomefucks@lemmy.world
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      1 year ago

      Yeah, a literal god and a level 1 commoner both have a 5% chance to always fail or always succeed is weird.

      Like, if you got 10 bonus on a 5 skill check, failure shouldn’t be an option.

      Some things should just be auto wins.

  • Thebazilly@pathfinder.social
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    1 year ago

    While I was playing Act 2 I kept having to take breaks every hour or so because the crippling decision paralysis was making me too stressed to continue.

  • I didn’t even get to jump into an evil playthrough after finishing the game the first time because apparently I made just the right set of choices that I got an early ass ending and missed the last 1/4 of the game! 😩

    Now I am meticulously just exploring and not talking to any NPCs until I know where I can and can’t explore without pushing story stuff. I’ve already managed to save a group of people I thought was beyond saving by not doing things or talking to important characters you are directed to talk to. (Looking at you, Isobel). I don’t know if it’s really a good thing. Like, it’s new to me; you don’t usually see inaction being a valid choice outside of QuickTime event focused games, and that is cool; but at the same time, it seems massively broken when the ONLY way to not lose a ton of characters is by not doing what the game is directing you to do, and that thing is a simple “talk to this character before you leave.”