Paperclip
Liturgist
How to simulate the giant octopus' toughness in an "HP-less" combat system? I think 1 HP and +9000 AC would be silly.
Paperclip said:How to simulate the giant octopus' toughness in an "HP-less" combat system? I think 1 HP and +9000 AC would be silly.
JarlFrank said:I don't see how it would not be possible to create a HUEG OCTOPUS fight with a more realistic wound system or locational HP, and make it both more realistic *and* more fun at the same time.
Castanova said:Two people wearing plate mail swinging a sword at one another in a turn-based system without the use of HP would be incredibly silly. It would be a race to see who could get lucky and hit the 1% chance first.
If two guys with swords and plate mail encountered each other, it would be a race to see who could equip a different weapon first. You know, one which does better than 1% chance to do damage against plate-clad opponent? Horror of horrors, it might actually matter what you hit your opponent with!
Zomg said:A body simulation system like DF could actually be quite cool if it was leveraged to any gameplay purpose, like e.g. you could do quite detailed wrestling/dismembering/whatever combat if you cared to.
I remember the example I thought of when I still had faith in DF was that a guy is wearing a magic ring that makes him regenerate completely, even from death, within seconds - so you have to wrestle him, pin him and cut his finger/hand off to win the fight. Sounds like a labor of Hercules or a REH Conan story to me. Or more simply you could do something like a vampire fight (decapitation, staking) completely within the "normal" ruleset of the game instead of special sidebars.
However, all the "man <conventional design> sucks they should..." talk pretty much begs you to go off and make your own game that way, and we're all just too lazy to bother. I have no doubt you could make a fun game with body simulation though, it's just that Tarn can't.
PandaBreeder said:If two guys with swords and plate mail encountered each other, it would be a race to see who could equip a different weapon first. You know, one which does better than 1% chance to do damage against plate-clad opponent? Horror of horrors, it might actually matter what you hit your opponent with!
Not to mention that in a realistic combat system, dodging and blocking are much more important.
Castanova said:Two people wearing plate mail swinging a sword at one another in a turn-based system without the use of HP would be incredibly silly. It would be a race to see who could get lucky and hit the 1% chance first.
Paperclip said:I'm not familiar with DF's combat/wound mechanics. Would somebody kind enough to explain it to me?
Castanova said:Yes, so two guys in plate equip a new weapon designed to kill people wearing plate. Now what? I'll tell you - now it's race to see who can hit their 25% chance roll first rather than the 1% chance. How is that better than hitpoints?
In a "realistic" combat system, you'd need to dodge and block. And how exactly would you model that? There are two options and guess what they are? Die rolls and real-time action combat (which is obviously inappropriate to this discussion). Again, you are now racing your opponent to get lucky on die rolls. How is that better than hitpoints?
It's still shallowGarfunkeL said:Castanova said:Yes, so two guys in plate equip a new weapon designed to kill people wearing plate. Now what? I'll tell you - now it's race to see who can hit their 25% chance roll first rather than the 1% chance. How is that better than hitpoints?
In a "realistic" combat system, you'd need to dodge and block. And how exactly would you model that? There are two options and guess what they are? Die rolls and real-time action combat (which is obviously inappropriate to this discussion). Again, you are now racing your opponent to get lucky on die rolls. How is that better than hitpoints?
I don't see what's the problem with that. You remove hit-point bleeding and replace it with percentage, right? So now you cannot predict the result of a fight just by comparing hitpoints and the damage range of the weapons.
Castanova said:Sometimes I feel like armchair designers don't even run simple thought experiments before verbally improving, in a single RPG codex forum post, almost every RPG combat system released in history.
Yes, so two guys in plate equip a new weapon designed to kill people wearing plate. Now what? I'll tell you - now it's race to see who can hit their 25% chance roll first rather than the 1% chance. How is that better than hitpoints?
In a "realistic" combat system, you'd need to dodge and block. And how exactly would you model that? There are two options and guess what they are? Die rolls and real-time action combat (which is obviously inappropriate to this discussion). Again, you are now racing your opponent to get lucky on die rolls. How is that better than hitpoints?
Feel free to get off your chair, actually design a system rather than complain about it, and prove me wrong.
Castanova said:More than shallow, it's less rewarding to the player to have a goblin get lucky and decapitate you after you've spent 30 hours building your character up. It might work in a larger-scale squad/army combat system where you don't care about individual people.
If you want to simulate some sort of disarming tactic, modeling things as you've described is a lot of extra effort for something that still doesn't really work. There are ways of disarming someone other than cutting off their hand.PandaBreeder said:Castanova said:Sometimes I feel like armchair designers don't even run simple thought experiments before verbally improving, in a single RPG codex forum post, almost every RPG combat system released in history.
Yes, so two guys in plate equip a new weapon designed to kill people wearing plate. Now what? I'll tell you - now it's race to see who can hit their 25% chance roll first rather than the 1% chance. How is that better than hitpoints?
In a "realistic" combat system, you'd need to dodge and block. And how exactly would you model that? There are two options and guess what they are? Die rolls and real-time action combat (which is obviously inappropriate to this discussion). Again, you are now racing your opponent to get lucky on die rolls. How is that better than hitpoints?
Feel free to get off your chair, actually design a system rather than complain about it, and prove me wrong.
OK, I'll prove you wrong, I guess. :/ I think you're focusing too much on realistic games. IMO systems not based on hit-points are better because they allow for more tactical options, not because they're better at simulating real combat. They don't need to be that realistic. For example , you might have a system in witch each individual body part has it's own hit-points, allowing you to do things such as disarming opponents without insta-killing them with a blow to the head. That way you would also avoid the sudden death syndrome in hit-points based RPGs.
Castanova said:More than shallow, it's less rewarding to the player to have a goblin get lucky and decapitate you after you've spent 30 hours building your character up. It might work in a larger-scale squad/army combat system where you don't care about individual people.
That's why I said ultra realistic systems only work in certain types of games. What you're describing is essentially an RPG with a more heroic tone, and you're right, in said games it would not work.
J1M said:If you want to simulate some sort of disarming tactic, modeling things as you've described is a lot of extra effort for something that still doesn't really work. There are ways of disarming someone other than cutting off their hand.
Even basic hit points with a "disarmed" debuff would handle this case better.