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Suggestions / Re: Let's talk about Charms
« on: May 17, 2022, 02:40:35 pm »
In one playthrough I found her for the first time in Hardcore City Bar, and the Hanging Rat in another playthrough.
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Asking me? It doesn't really matter how I'd feel since I don't matter and am not part of the decision-making process
I think that's the same idea Tamior posed earlier and I cautioned against. It's rewarding an artificially invariant playstyle, which just isn't a good design principle in an RPG. It doesn't even address the problems of the current system, much less solve them. There's still no way to regenerate reserve in combat, meaning players who are inefficient have no way to recover from their mistakes; it still penalizes leveraging synergies which are mechanically baked into the game.
Honestly, if you wanted to elegantly break the generalist playstyle, you'd have to disassociate the psi schools. Make Psychokinesis scale from Strength, and Thought Control from Will, and Temporal Manipulation from Intelligence, and Metathermics from hell-I-don't-know-maybe-Con-we-haven't-used-that-yet-in-this-example. I'm not sure even that's a good idea, but it would at least do one thing well: it would mean that just because your build is optimized for one school of psi doesn't mean it's optimized for them all. That's what you've got now - a system that requires your build, if optimized, to be a generalist build, and then a heavy-handed dev response to quash the fundamental synergies baked into the game's ruleset. It just makes sense to combine psi schools because they have different strengths but stem from the same basis.