PorkyThePaladin
Arcane
- Joined
- Dec 17, 2013
- Messages
- 5,168
So a lot of quality cRPGs over the years have used the AD&D rule-set to implement their systems, games from the Gold Box collection on through the Infinity Engine games to the Neverwinter Nights series, Temple of Elemental Evil, and even games like Knights of the Old Republic. All in all, it's often better than the alternative, when devs have to come up with their own system while also making the game, because the AD&D approach does have some depth and balance to it, with things like AC, THAC0, saving throws, attacks per round, weapon proficiencies, and an expansive collection of diverse spells.
But on the other hand, every time I play a cRPG based on this system nowadays, I can't help but groan at many of its nonsensical conventions that have been around for decades now. I am not an expert on its history, but from what I understand it was created by a bunch of nerdy dudes trying to adopt tabletop wargames to the pen and paper RPG environment. For those times, AD&D was most likely very innovative and good, but it's been so many years since then, surely they could evolve it by now to be more realistic and logical.
What am I talking about? Well, stuff like AC for example. AC works fine when it's obtained from dexterity or class bonuses (because then it simulates agility/dodging ability), but mostly AC is due to wearing better and heavier armor. Obviously wearing heavier armor would make a character less mobile and more likely to be hit, but in AD&D it helps them avoid damage. On the other hand, wearing heavier armor should lower damage received when the enemy's blow does connect, but AC doesn't do that at all. So it's completely counter-intuitive to logic and real life.
Same thing with strength. I am so sick and tired of strength being the main attribute for melee fighters, determining their chances to hit as well as the damage they inflict. Strength has almost nothing to do with actual sword fighting, at least beyond some basic low threshold. Melee weapons aren't dumbbells, if they were that heavy, they wouldn't actually work in combat. They are very light and the damage comes from momentum, leverage, technique and speed, not how hard you swing. What's worse, most other game systems borrow this nonsense from AD&D.
Or how about two weapon fighting? This is often the most powerful build in AD&D systems, with a high number of attacks per round and penalties that can be overcome with higher levels. But go watch some youtube videos on this by people who study and practice actual melee combat, and they all pretty much agree that this isn't really plausible (unless you use the 2nd weapon defensively like a parrying dirk). Aside from historical accuracy, it makes no sense from a logical or common sense perspective other than on some really silly level (2 weapons = more attacks). It's not like people just stand there and wail away at each other as fast as they can and even then you can do it better with one weapon.
And this is just basic stuff. Would it be too much to ask them to simulate weapon effectiveness against diffrent types of armor, so for example blunt weapons like maces and warhammers would excel against plate mail while swords would be at a big disadvantage unless you used a special technique? A game released in 1992 did this (Darklands) but AD&D still can't implement it.
But on the other hand, every time I play a cRPG based on this system nowadays, I can't help but groan at many of its nonsensical conventions that have been around for decades now. I am not an expert on its history, but from what I understand it was created by a bunch of nerdy dudes trying to adopt tabletop wargames to the pen and paper RPG environment. For those times, AD&D was most likely very innovative and good, but it's been so many years since then, surely they could evolve it by now to be more realistic and logical.
What am I talking about? Well, stuff like AC for example. AC works fine when it's obtained from dexterity or class bonuses (because then it simulates agility/dodging ability), but mostly AC is due to wearing better and heavier armor. Obviously wearing heavier armor would make a character less mobile and more likely to be hit, but in AD&D it helps them avoid damage. On the other hand, wearing heavier armor should lower damage received when the enemy's blow does connect, but AC doesn't do that at all. So it's completely counter-intuitive to logic and real life.
Same thing with strength. I am so sick and tired of strength being the main attribute for melee fighters, determining their chances to hit as well as the damage they inflict. Strength has almost nothing to do with actual sword fighting, at least beyond some basic low threshold. Melee weapons aren't dumbbells, if they were that heavy, they wouldn't actually work in combat. They are very light and the damage comes from momentum, leverage, technique and speed, not how hard you swing. What's worse, most other game systems borrow this nonsense from AD&D.
Or how about two weapon fighting? This is often the most powerful build in AD&D systems, with a high number of attacks per round and penalties that can be overcome with higher levels. But go watch some youtube videos on this by people who study and practice actual melee combat, and they all pretty much agree that this isn't really plausible (unless you use the 2nd weapon defensively like a parrying dirk). Aside from historical accuracy, it makes no sense from a logical or common sense perspective other than on some really silly level (2 weapons = more attacks). It's not like people just stand there and wail away at each other as fast as they can and even then you can do it better with one weapon.
And this is just basic stuff. Would it be too much to ask them to simulate weapon effectiveness against diffrent types of armor, so for example blunt weapons like maces and warhammers would excel against plate mail while swords would be at a big disadvantage unless you used a special technique? A game released in 1992 did this (Darklands) but AD&D still can't implement it.