Pedz wrote:Knoyleo wrote:Is that the strange cow you meet in the Grove?
I got frustrated after none of my party were able to interact with it despite passing perception checks, so I attacked it, at which point it spilled poison or acid or something everywhere, the population of the grove turned against me, and I wiped my party.
I don't have the patience for quests that require you to just hold on to that information until much later. My desire to know immediately if it's something to actually do anything with or not is too strong.
Perception checks are cool n all, but speak with animals will help you talk to animals
I think I had two characters who have that ability but they either failed a roll or got nothing out of it, so without any other leads, the cow was attacked.
I know the intention is to role play scenarios like this, it's certainly not very in character to just attack a creature because a perception check has made my characters comment on it in passing, but it's elements like this where my reading of the game as a series of signals and systems overrides totally. The game has deliberately drawn my attention to this thing, so the player in me then needs to investigate it until I've worked out what the intention is. When there's no immediate feedback, in this case if the intention is to meet them again an act or two later, then I find myself frustrated and just start attempting any means of interaction even if they break the RP element of the RPG.
I've mentioned it before, but I find the notification of all passive perception checks in this incredibly annoying. All my characters pass a part of the environment and fail a perception check. I as the player now know there is something there, and the game has intentionally told me this, but it then gives me no means of interacting with it. If I can't do anything with it, the game simply shouldn't notify you of it.