Is there any way to see Verbose Skill Checks?... As in: Roll + Skill Modifier - Skill Target = Check Value
I'm asking because I've just started playing for the first time and I'm finding the dice roll feedback so counter-intuitive that I'm struggling to figure out what I should be doing? It often seems like red = good, green = bad, and high skill + high roll seems to create disasters more often than miracles?
For example the game will report something like:
(Dice: 57, Result: -17)
Which suggests that my target was 74, but it seems like the skill didn't even factor in? That's a Charm example, my Charm is 24, so shouldn't it have been:
(Dice: 57, Result: +7)? (i.e. 57+24 = 81)
And then there's the fact that I'm playing on Normal difficulty (not sandbox), but with the supposedly easier 5D20 dice rolls... Only I'm occasionally getting rolls in the 1-5 range, which shouldn't even be possible?!?
I'm on my 4th restart and I don't think I've survived longer than a week yet... I just want to try and understand what's happening under-the-hood so I can make better gameplay decisions...
(EDIT: Also is there a healer in the town somewhere? I have a Tendstim but I can't figure out how to use it, so the only way I've found to heal so far is just to end the day 3 or 4 times?)
This has been discussed some, but quick overview:
"(Dice: 57, Result: -17)" -----1st # (57) = actual "Roll" of "dice" ; Green = pass/success; RED = Fail;
2nd # = difference [if dice = 57, & your CHARM = 24, 57-24=33; To *SUCCEED*, you need to "roll" a # that's = to or < your stat. So if CHARM = 24, anything 25 or over would FAIL.
Having tried many different "dice", NONE R really any easier. [except "sandbox" mode, but that's a MODE, not just dice] Besides normal 1-100, many factors (modifiers) can make odds go *OVER* 100----ie, you might have 90 CHARM, but *FAIL*! [Dice: 117, -27] due to extra factors.
Example: Aria [hi Willpower] is more likely to fail CHARM, at *ANY* dice roll! [best to have 100+ CHARM!]
Choices @ START matter a *LOT*----for easiest starts [speaking from XP here!]
1) MAX CHARM & MANIP;
2) MAX INTEL; ("Brainy" etc)
3) Max WP; (but not as Important as #1 & 2)
4) *SOLDIER*; [Medic was 1 of the toughest runs I've done---far as I know, not any easier in 812]
[etc]
--->>> Post a screenshot of your stats when you start, then we could give some advice.
Stims: See the icon [lower right]
where it indicates how # you have? Heals ~ 20 HP PER CLICK;
Can also use on followers, & if severe enough, slaves.
They can be expensive @ start, pays to do the Quest to make them cheaper.
Beyond above:
-Upgrades (ASAP, so Influence is +, & getting Stamina etc bonuses)
-Watch your $
-[now in 812!] BOUNTIES. [town hall] Most [1 or 2/6] are easy, good $ & Infl.
-Books help a lot (even more if good INTEL)