



More points means more likely success, but these points don't refresh that often and they are used in combat as well for special abilities or putting little more emphasis on a hit. Players must wager these points when trying to use a dialogue skill check. Tides finally rectifies this issue by assigning a point pool to each stat. In that case, sufficient statistics in Charisma, Intelligence, or Wisdom led to a dialogue prompt that progressed the story non-violently. I once claimed that the original Planescape: Torment suffered for being tied to Advanced Dungeons & Dragon’s combat mechanics, with almost no combat required. It's weird to talk about reading mere game text as a grind, but clicking through novels-worth of text wears on the patience almost the same way as dozens of hours of samey combat other games offer. In the meantime there's a lot of tangential dealing other people's mundane problems in a setting composed entirely of esoteric bizarreness, but even that tends to boil down to the same game of chase the dialogue prompts. Literally, it's a breadcrumb trail from one source of exposition that clears one plot wall and leads to another. The mystery of what the Changing God wants and how to make the powerful, formless, black monstrosity called The Sorrow stop killing all your siblings is mostly a matter of a following breadcrumbs towards the right people until the player discovers the flashback machine that plays the last bits of the story and then make the final decision. The story is light on plot and heavy on lore. The fan-funded follow up from Monte Cook and InXile Entertainment takes RPGamers to the Ninth World of Numenera, a strange setting of fallen sci-fi and post-apocalyptic fantasy, putting player's into the shoes of the most recent mortal vessel of a being called "The Changing God." This so-called god is a master of the technological relics of the world who shuffles forms in a mysterious quest, and trying to figure out what the devil everything means and why an inexorable creature of fire and darkness that want her and and all of the other former vessels dead. Torment: Tides of Numenera is stuck with an unenviable task of breaking all of the above aphorisms in half. No one can step into the same river twice, a spiritual successor can never be that game again, and Planescape: Torment's fanbase will never be happy. Scars of Those Who Have Gone Before You and Left Their Marks
