really feels like the true spiritual successor to dragon age 1. also the goblins are way too adorable despite being sadistic little creatures.
really feels like the true spiritual successor to dragon age 1. also the goblins are way too adorable despite being sadistic little creatures.
I'd rather have rolls like that involve the whole party. I'd rather not wonder if each npc might make a historical/magic/religious reference out of the blue and end up missing it.
Besides, the game does do group rolls when the entire party is walking around so I don't see why that wouldn't extend to conversations.
When the whole party is walking around they're all triggering the events. Only one person gets to be having a conversation though?
This is how it is in tabletop too. You don't let your party Barbarian talk to the town guards because well it's just not a good idea unless you want to be fighting the whole city. You pick who should be making certain party interactions carefully.
I disagree, I've always done group conversations in tabletop, where everyone is listening and participating. We didn't really do solo stuff like that unless it was for something specific the DM planned.
Edit: I shouldn't say disagree, it's just I've had a different experience playing tabletop than what this game offers. I just think it would be more consistent in the game for conversations to allow all party members to participate.
Not that everyone needs speaking roles or even interjections since that would be a lot of work, but allowing them to aid in the check since they're standing there listening in anyway .
Hmm this means you run into a problem with consistency though. For example you can choose to start conversations with any of your party members and they all get different unique things to say based on race/class like "Barbarian" or "Drow". Should this be all-party too in any conversation initiated by the player?
Another side of this is that the game doesn't know whether you have your party split or together. Since there are various things in the world that could result in one or more characters being split by others, for example falling through a ceiling or down a hole.