Armageddon General Discussion Board

General => Code Discussion => Topic started by: Cind on February 26, 2017, 05:37:45 PM

Title: Charisma is a skill
Post by: Cind on February 26, 2017, 05:37:45 PM
And it would be like drawing in that, when you >charisma on, your next single say/tell/whisper/shout would have a chance of branching the skill. Also like drawing, in that you would need to meet certain in-game circumstances (I'm assuming magick and Atrium-related) in order to get the skill to master.

I just have the bare bones of the idea. I don't have any dreams beyond what I just wrote. You could practice like in the Sims, where you stand in front of an obsidian mirror in your room and try to convince yourself to do shit.
Title: Re: Charisma is a skill
Post by: Jihelu on February 26, 2017, 05:40:02 PM
...
What would the skill do?

Title: Re: Charisma is a skill
Post by: Cind on February 26, 2017, 05:41:09 PM
Its not just being convincing and good in a debate or to stir people up or get them excited.

When I thought of this, I thought of how some people are naturally eloquent, and how others may not have as pretty a word flow but do well to keep their cool in front of an audience without having any stage fright.

Quote from: Jihelu on February 26, 2017, 05:40:02 PM
...
What would the skill do?



Its a rp tool.
Title: Re: Charisma is a skill
Post by: Lizzie on February 26, 2017, 05:45:12 PM
So, you think it'd be a good idea to code a new coded skill that has no actual coded functionality. I'm not understanding the point.

Also - charismatic characters are generally played by players who are able to translate charisma into text. Not all players can do it, and no amount of coded "charisma points" will change that.
Title: Re: Charisma is a skill
Post by: Jihelu on February 26, 2017, 06:04:40 PM
....
So you want a coded skill
That has no effect on the code
To effect roleplay?



Why not just roleplay?
Title: Re: Charisma is a skill
Post by: Marauder Moe on February 26, 2017, 08:10:09 PM
I like the idea of "virtual" skills like this.

It would be an (optional!) tool to help players simulate and measure the progress of their non-coded abilities.  Musical performance, hairdressing, acrobatics, poetry, etc.  I've probably posted about it before.
Title: Re: Charisma is a skill
Post by: Delirium on February 26, 2017, 08:51:12 PM
Quote from: Marauder Moe on February 26, 2017, 08:10:09 PM
I like the idea of "virtual" skills like this.

It would be an (optional!) tool to help players simulate and measure the progress of their non-coded abilities.  Musical performance, hairdressing, acrobatics, poetry, etc.  I've probably posted about it before.

In the meantime, you can easily create a "skillsheet" for yourself in google docs to keep track of this stuff.
Title: Re: Charisma is a skill
Post by: Akaramu on February 26, 2017, 09:00:51 PM
Quote from: Marauder Moe on February 26, 2017, 08:10:09 PM
I like the idea of "virtual" skills like this.

It would be an (optional!) tool to help players simulate and measure the progress of their non-coded abilities.  Musical performance, hairdressing, acrobatics, poetry, etc.  I've probably posted about it before.

Mudsex!

Because otherwise all those shy virgins keep turning into porn stars once the lights are out.  ;D
Title: Re: Charisma is a skill
Post by: Lizzie on February 26, 2017, 10:27:20 PM
I already ignore my coded stats when I feel they don't match what my character is "about." If my character is clever and my wisdom sucks, I'll still play her as clever as I'm able (for whatever that's worth). If my character is supposed to be stupid, and my wisdom is AI, I'll still play her as stupid. For me, wisdom is just a measure of how fast/efficiently my coded skills increase and have no bearing on my character's personality. I wouldn't waste a moment paying attention to a charisma stat. If my character is intended to be charismatic then I'll play her that way. If she isn't, then I won't.

That's what roleplay is all about.
Title: Re: Charisma is a skill
Post by: Cind on February 27, 2017, 11:37:00 AM
I didn't say it had no coded functionality; it was the -bare bones- of the idea and I didn't have any ideas for all the details, how you would tell someone was charismatic, etc.
Title: Re: Charisma is a skill
Post by: Riev on February 27, 2017, 11:43:14 AM
I think the big pushback is that while the IDEA of a coded, in-born charisma is interesting, a coded skill that has no real bearing on anything in the game is just fluff.

People are well and free to be "bad at English and words" and still emote "with a commanding voice" or "in a sly, charismatic manner".

Being "master charisma" just doesn't make any sense, and tying it to an Attribute Score like in DnD wouldn't matter because we don't have CHA-based skills like perform, sing, charm or intimidate.
Title: Re: Charisma is a skill
Post by: Lutagar on February 27, 2017, 11:48:27 AM
i already pity the staff who'll have to deal with complaints about maidens not being suitably swooned by charisma (master)
Title: Re: Charisma is a skill
Post by: Molten Heart on February 27, 2017, 01:09:51 PM
.
Title: Re: Charisma is a skill
Post by: Lutagar on February 27, 2017, 01:12:10 PM
forever novice
Title: Re: Charisma is a skill
Post by: Riev on February 27, 2017, 02:00:37 PM
When dealing with NPCs, unless they are the shopkeeper variety, you're likely dealing with a staff member animating their responses.

I don't see how making a staffer check your personal Charisma Skill would be 'useful'. Especially if that's the only case in which it works. You could always wish all and explain that you're TRYING to be charismatic, but frankly I don't think staff take personal charisma into account, as much as "Are you my boss" and "have you recently paid me"
Title: Re: Charisma is a skill
Post by: Jihelu on February 27, 2017, 03:08:47 PM
This reminds me of in Haven where you could 'show' a skill you have, to explain why a certain emote makes sense.
Such as doing a backflip or something.

Em impresses the entire crowd
Show skill charisma (master)

Therefor everyone has to listen to me.
Title: Re: Charisma is a skill
Post by: Riev on February 27, 2017, 03:51:38 PM
I'd almost rather a semi-documented rule that if you want to, you can use a "random D20" generator in game, and give yourself the bonuses/disadvantages that you'd think you would have. I used to do it with Izadari all the time.

Templar? +6
Commoner? -2
GMH? +2


For Charisma? I'd almost rather just have someone attempting an intimidate against another player just have the affected player roll realistically... but I just cannot think of why or how the code would be able to handle any of this, without giving away skill levels outright.

Show would be useful, but only in such limited cases. Since the majority of Charisma checks would be against NPCs, with staff in control, I just can't see it. Maybe someone has a way that "Charisma as a trainable skill" would be useful that I can't fathom.
Title: Re: Charisma is a skill
Post by: wizturbo on February 27, 2017, 04:43:27 PM
While this particular 'virtual skill' doesn't resonate with me personally, I think the idea could be applicable for other things.  Music would be a great one.  Letting the code tell everyone how great you are at the violin would be an improvement in my eyes over the status quo.

Title: Re: Charisma is a skill
Post by: Cind on February 27, 2017, 05:51:01 PM
The status quo at singing and musical instruments is that you are an excellent singer and player of instruments. I would like to see that changed.
Title: Re: Charisma is a skill
Post by: Lizzie on February 27, 2017, 06:17:33 PM
Quote from: Cind on February 27, 2017, 05:51:01 PM
The status quo at singing and musical instruments is that you are an excellent singer and player of instruments. I would like to see that changed.

1. It's only the status quo among characters you are hanging out with then. Not everyone RPs their musical talent as - talent. Some sing off-key. Some beat drums with really bad sense of rhythm. Some try to dance and end up tripping over things and other people, and even themselves.
2. If you want to see more people singing offkey, being tone-deaf and unable to realize their guitar is profoundly out of tune, and dancing to a beat no one else is hearing - then play a character that way. There's nothing stopping you. You're suggesting that a charisma skill be implemented - which WILL stop you, if you want to play your guitar out of tune and out of rhythm, but your charisma skill is at master.

Title: Re: Charisma is a skill
Post by: Riev on February 28, 2017, 09:40:11 AM
I don't think I've ever had a singer/musician emote as being particularly good. Just 'how' I envision them singing it, or what they do WHEN singing, and let the receiving player kind of decide. I'll also make the lyrics wildly off cadence if they're not good at composing.

In fact, on my most recent musician, most of my playing emotes were about simple melodies or uppity four chord twangs.
Title: Re: Charisma is a skill
Post by: nauta on February 28, 2017, 10:05:53 AM
Quote from: Marauder Moe on February 26, 2017, 08:10:09 PM
I like the idea of "virtual" skills like this.

It would be an (optional!) tool to help players simulate and measure the progress of their non-coded abilities.  Musical performance, hairdressing, acrobatics, poetry, etc.  I've probably posted about it before.

I've wanted something like this too.  Obviously, you can accomplish this all in your head, but I was thinking something like this.

User-Created (Flavor) Skills

1. Allow players to 'create' skills pegged to attributes, such as juggling, dancing, guitar playing, etc.  E.g.: create skill juggling agility.  You would then get juggling on your list of skills (under User-Defined Skills) set at novice.

2. Each user-created skill would have an command associated with it, e.g., uskill juggle.  You would type this before you emote and engage in the RP of the skill.

3. If you type uskill juggle, it would do a check to see if you 'fail' or 'succeed' and send you a generic message (OOC, or via the feel command, e.g.: You feel as if you succeeded; You feel as if you failed; You feel as if you partially succeeded.NB: no other output would happen.  Hence you'd have to emote out the juggling, etc., and RP, but in this case you had the computer roll the dice for you and so you can modify your emotes as a result: if the computer says you failed (or partially failed) you can factor that into how you emote -- or I guess you could just ignore it.  But then you just cheat yourself!

4. If you type uskill juggle, it would also do a check to see if you 'improve on fail' as with other skills.  Hence, you can improve over time from novice up to master.  NB: Again, no coded effects would happen.  This is just so that you, the player, can have a quick look at the character and think: ok, I'm a master juggler now, my emotes should reflect this.

I know it is all fluff, and it is something we can keep track of in our heads, or outside the game by rolling a dice and keeping track each time we emote a performance, but!  Wouldn't it be neat?

(Related: SoI had a thing where you could do OOC skill checks.  So if you wanted to break a virtual chair, you would do an ooc skill check against strength at a hard difficulty, and the game would roll the dice for you.  You'd have to RP the rest out, as there'd be no coded result.)
Title: Re: Charisma is a skill
Post by: Jihelu on February 28, 2017, 01:54:21 PM
I get all this fluff but...

And I don't normally like to say stuff like this but...


This sounds like a lot to add, especially how it would be implemented, just so someone can see "Socializing" on their skill list.