Hello,
First of all I want to say that I absolutely love the Fallout dialogue system, especially the skill checks. In this regard Fallout New Vegas was a major step in the right direction, since choosing where to spend your skillpoints is a lot more important for a dialogue heavy character.
Unfortunately, with ttw we also get the old (and in my perspective inferior) system from Fallout 3 in the capital wasteland. What I would really like (and hence request) is a rework of the FO:3 dialogue system to match the new FO:NV System.
But let´s compare the systems first:
Fallout 3:
The system for skill checks is pretty simple. If there is a failable skill check in a conversation, the sentence is marked with a percental value, which equals the chance for success.
Fallout New Vegas:
The system for skill checks is a bit more complex. If there is a failable skill check in a conversation, there is a numerical skill value that must be met, otherwise the skillcheck fails. Another notable difference is, that the sentence (which the player chooses) differs, dependent on whether the check will succeed or fail.
Why is the New Vegas way better?
The biggest shortcoming of the Fallout 3 system is, that it is rather easy to cheat your way through it. All it takes is: Quicksave & Quickload and a bit of patience. Even with a very low speech skill every skill check can be succeeded, given enough time. There is no real setback in FO:3 if you focus your character on other skills, sometimes he will just get lucky in the speech checks.
The New Vegas system has some ways to make it easier to succeed in skillchecks(namely: skill magazines, the comprehension perk, drugs, clothing...), so it isn´t that harsh either.
What needs to be done?
To be honest, I don´t know the technical details. The lightweight solution would be, to edit all percental skill check values into fixed values. One would need to come up with a conversion factor, that determines the difficulty of the check, but I guess the current percental values could serve as orientation for this.
The full solution would also integrate a fail sentence into the skill checks. In the current system FO:3 system there is only one sentence which the player can choose, in the FO:NV system there are 2 (the succeed and the fail one). Generally I think the current FO:3 sentences could be seen as the succeed sentences, since they are mostly sensible. So, on top of changing the skill check one would need to come up with a fail sentence for every check. I don´t know how many checks there are, but I guess it will be a lot of work...
So, in conclusion: Does anyone think this is a reasonable amount of work? Would it be worth it? For me it´s mostly an immersion thing and my dislike for the old FO:3 dialogue system. Anyway, I´m curious about other opinions.