- Sep 2, 2017
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Thanks for the suggestions. But in the first case, isn't it easier to do two direct checks, one with brute force (let's say Vigor 5), and the second with the use of brains and leverage, and let it be, dunno, Mind 3? What's the difference?I also like the concept of allowing one skill to aid in another check. You'll do it however you will. I just want to share the idea of using passive bonuses instead of activated bonuses.
For example, say the MC notices there is a secret passage behind a bookshelf, but the shelf is very heavy.
- Active Bonus: You could have a make Mind check to use a wood plank as a lever to reduce the requirement for the Vigor check to move the bookshelf. It's both simple and it works, but it also requires a whole extra step.
- Passive Bonus: But say by virtue of the MC having 3 points invested in Mind, she gets a +1 bonus to the Vigor check and uses the wood plank as a lever to move the shelf with less effort. I imagine this could be less work.
You already spell out everything required to fulfill a check, I would not expect you to do combined checks any differently. Anyone with at least the bare minimum knowledge of how RPGs work will get it instantly. If someone cannot comprehend your game and wants to leave a dumb review, they're only showcasing their stupidity.
As for the second point. The idea is interesting, just one additional thing though... Passive checks are such a pain in the ass. When you see one description of a passive check, there are actually three of them:
a) Description + code with added exp for passing the check.
b) Description + code with a "plug" variable, without adding exp (because you already received it). Engine feature. Otherwise, there would be a duplication of exp if refreshing the browser page or if you entered the Character page, for example, and then returned back to the game. This "plug" variable prevents this; you gain exp for passing a passive check only one time, as intended.
c) Alternative description, in case you did not pass the passive check.
And...
d) All choice options on the passage where there is a passive check contain switching the “plug” variable back to "false" so that the next passive check does not break.
As you can see, in the context of a combination of code and text, this is not so simple. I've already regretted several times that invented passive checks at all xD But it's too late to change anything. They are and will be part of the gameplay. But if possible, I would prefer not to complicate my life even more where the logic of ordinary straightforward checks can handle it. I hope you understand.