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View Full Version : Less Obvious Hints...


spencer
02-12-2010, 09:36 PM
I would like to add a little challenge to the game. I humbly suggest that when the GM posts something like "A skill or power might be useful here" and if you press hint, it tells you all the powers or skills that will work. I don't mind the hint being there, but I would like to see it stay at that...use a power or a skill...and maybe if you select one that does not work, that blows your chance...the flavor text usually gives you a pretty good idea of what might work...so I would like to see less hints.

So, to summarize...don't tell what powers will work and if you pick the wrong one, you get the consequences...

Thoughts?

Doolipalally
02-12-2010, 09:44 PM
OK, two questions:

1. What would you suggest as the consequences? Any difference from how it works at the moment?

2. Isn't that option already there, in that you don't have to click on the hint link?

( fewer hints :))

texlaw1992
02-12-2010, 09:55 PM
If you don't want a hint, just don't pick the option.

If Dooli and I keep agreeing this much, people may start to talk (lol).

spencer
02-12-2010, 10:29 PM
LOL, as to number two, I don't know why that did not dawn on me, but yes, that option is there...I would still like it if the consequence was the same as your power failing..i.e. you get the damage

zmflavius
02-13-2010, 01:12 AM
I think another possibility would be for a list of possible skill/power uses would be displayed. However, only some would have a positive effect and others would have a negative effect.

Elrond
02-13-2010, 01:30 AM
Hmmm ... my hunch is that 3 adventures after implementing this, we're gonna have a thread calling for more hints on powers to be used, since NvR is precious! Imagine having 1 or 2 NvR left in a PG or adventure; and you get killed for picking the wrong power.

And since players are allegedly "grandmasters +" in magic, they should know which power to use.

Finally, imagine how many emails the GM will get from players saying, "I missed such and such reward in the adventure because I didn't know that I had to do this or that;" especially when it comes to PG scenario's.

Oldschool
02-13-2010, 01:56 AM
My two cents.... Well knowing me maybe $3.75 worth before I'm finished. :rolleyes:

Skills/powers use in a "normal" fashion - no problem. Worse thing miss out on a little xp and maybe even take some damage/lose some xp for a wrong choice.

Overall I like the idea. However I'm also thinking of the very few (a couple iirc) times when a hint wasn't given before I completed all the first run stuff.

Since I completed all the first run stuff and rather recently there has been a few more times when no hint was given. Again for the most part no problem - except consider this.

No hints for item/AT drops. The one that immediately comes to mind is the ATs in the garbage in the Cave Lair in Fogbough Forest. The one BIG positive was that even if one saves he/she can go back and get the drop. Therefore, no harm no foul. However that is if one thinks or knows to do so.

The main thing to consider is what if there is no "do-over" on a drop or even significant branching plot element. While I like the ideas of no hints currently hints are usually provided and I think it's safe to say expected.

I do often try skills/powers and sometimes items at obvious areas that do not have a hint - especially after the recent although very limited increase in 'non-hinted stuff'. But truthfully I usually only hit what I think are obvious and then not always. And due to my paranoia level over such I'm probably in the minority.

While I like the idea of no hints the thought of no "failsafe" for drops or, significant events/content give me pause especially under the current framework.

With that said I don't think our GM would intentionally "nonhint" anything significant without an end around it under the current game scheme.

Just something to consider or my AR game paranoia may just be in overdrive. :rolleyes:

EDIT: I'm not saying or even inferring that the previous posters were discussing anything other than 'regular' relatively harmless power/skill hints because they weren't.

spencer
02-13-2010, 02:05 AM
Thanks all for healthy discussion. I think it might be best now to leave in the hints, but still give the penalty for missing if you don't choose the right power or as zm suggested, even have a negative effect. I like the option of not having to look and seeing if I can figure it out...it would be more fun, REALLY, if I thought I might get zarked if I pick the wrong one. As it stands now, you just have to pick again.