sear wrote: ↑
January 16th, 2018, 8:49 am
I know the attribute/skill interplay comes up pretty often. Is that mostly about realism, or the "tradition" of post-apoc games doing it? A lot of RPGs don't actually have any direct interactions between attributes and skills, and it's rare for me to see people bring it up with those games, nor has it ever particularly bothered me. It'd be helpful to know where the sentiment is coming from.
I don't have one clear answer, but I don't look these things from the perspective of "realism" and even less "tradition". Those are just words.
I like the feel of playing a system where things are connected (everything matters) and form a gameplay cohesion that feels organic -- and if it is made well, it also has a somewhat lax feel to it, so that it doesn't push me to "game the system" and calculate "best builds" as hard. It's also reminiscent of PnP. I think MSPE had a connection with skills and attributes (which is the reason, I think, some here are asking for this to happen), Cyberpunk 2020 had a system where the skill tests worked through attribute+skill+d10 against task difficulty. GURPS. Etc. I'm sure the MSPE guys here can elaborate more on that, as I never got to play that.
I didn't particularly like how the separation felt in Wasteland 2. It felt kinda disjointed, and in a way illogical. And for that matter, I didn't like that stuff any more in any other game either.
There's a certain kind of smoothness to a singular connected system - at least the ones that I've played - that appeals to me and makes the roleplaying feel more than playing a party of numberboxes. There's more to that of course than just the skill-attribute connection, but it plays a no small part there.