Black Angel
Arcane
So that's where the dices touched you when you were just a wee lad, huh?from superb pyrkon commercial:We don't need less dice, we need more.
So that's where the dices touched you when you were just a wee lad, huh?from superb pyrkon commercial:We don't need less dice, we need more.
The biggest reason why under a near-deterministic system combat encounters can be reduced to puzzles with correct solutions, is because in most cases the player is given complete information about the enemy, their stats, the spells they are casting, their gear, and perhaps their behavior as well if you figure out how to exploit the AI. Of course it's trivial to form a perfect strategy if you have all the necessary information, something that's inherently not possible in a card game or in an RTS where both parties will usually send scouting units to gather more information about the others' movements and act based on a guess from the information you received. Meanwhile a puzzle will always provide all the necessary information so it's solvable, else it wouldn't be fair.
I think pro-deterministic RPGs ought to look at hidden or unreliable information as a means to generate uncertainty and counteract perfect solutions, much like randomly generated dungeons in a roguelike, where you're expected to anticipate and prepare against potential threats without knowing 100% that you will encounter said threats. The player could gain an insight for the inner workings of the system, but the variables governing them need to be deduced first if you don't want to make aimless guesses. This would obviously make tools or spell that gather information absolutely essential, so there would have to be some kind of trade-off to using the Search spell to prevent it from becoming a dominant strategy--there's no point to having choices if not using one all the time is suicide. At the same time, the enemy could purposefully spread misinformation (disguises, fake stats) to throw you off in this regard (and so could you).
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I think pro-deterministic RPGs ought to look at hidden or unreliable information as a means to generate uncertainty and counteract perfect solutions,
lolwut
switiching from heavily procedurally generated to heavily deterministic during production
They're apparently trying to make Torment's project management look good.
tbh I never had much faith in the vision, they should have stayed with something blobber-y for at least one more game. Obviously the reason why the whole concept of the game stayed rather nebulous is that they don't have a fucking clue what it is they want from this game.
It can if you add an ability tree for a Psychology skill.So, essentially, you deterministic folk want Commandos, but with fog of war and dialogue? Can dialogue exist mechanically in a deterministic game?
From point of view of mathematical education it's not a particularly good read, I am sorry. What he's describing is not three different distributions, but an example of central limit theorem (for uniformly distributed random variable(s), in this case).Determinism is better for strategy games--especially real-time. Determinism in a turn-based games can quickly become glorified puzzles without a human opponent or superb AI.
RPGs are better of with statistical systems because RPGs are simulations of approximate ability in uncertain scenarios. While they don't provide the soothing comfort of a known outcome, they provide the thrill of chance and the unknown. As I will often say, the problem with many dice systems is that they are linear. These systems are going to have major scaling problems either on their high or low ends, and sometimes both. They need to become more quadratic. We don't need less dice, we need more. For example, instead of 1d20, roll 3d6.
Here is an excellent read from a guy that made a tool I use extensively.
https://anydice.com/articles/three-basic-distributions/
lolwut
switiching from heavily procedurally generated to heavily deterministic during production
They're apparently trying to make Torment's project management look good.
tbh I never had much faith in the vision, they should have stayed with something blobber-y for at least one more game. Obviously the reason why the whole concept of the game stayed rather nebulous is that they don't have a fucking clue what it is they want from this game.
They switched a long time ago, during what you could probably call preproduction: https://rpgcodex.net/article.php?id=10839
calling it now that this will fall into the "buy during a sale. Maybe." category
Puzzle combat usually are good in the first time, but ultimately kills replayability