Maia said:
Now, I only played Fallout 2 and Wizardry 8 (which is not really turn-based, I gather, but close enough), but I don't recall a button that would allow me to bypass combat via a die-roll.
Bad memory then since Fallout handled random encounters by a roll, you COULD avoid those encounters (not all were combat of course)
In fact, in both of those games tactics were crucial for success in battle - and those tactics weren't decided by the character skill or by dice, but by the _player_.
You are right ... except, of course, I did not have to play a bloody mini game to fire a weapon ... oops, you wrong.
Character skills merely provided tools and options to the player - and it was up to the player to use them successfully. Even in MW you had to click your mouse and move the character occasionally as well as gulp potions. And playing a pure mage required actual tactics :wink:
Except that characters are not supposed to everything so a character designed for combat is going to be very bad at lock picking and diplomacy.
So there goes your options since you DONT really have then, when the option is a)Talk the way out b)Sneak the way out and c) Fight the way out and the character can only actually do option c then there is no really options for that character.
Your whole end up being that C&C Generals is a GREAT RPG since its full of tactics ...
And what's the difference, pray :D ? There is none - that's my whole point. Both combat and Fallout-like dialogue are as much mini-games as any other stat-dependant mini-game. They involve both character stats and player decisions (or twitch reflexes in the case of some combat systems) - and both are vital. But you have been conditioned to think that those mini-games are somehow integral to CRPGs, while, say lock-picking ones aren't.
Of course there is a diference.
Mini games are NOT stat dependent, when they are they stop being mini games and became a GUI.
My stand of a GUI is they sould be as simple and informative as they can, if the whole point about the Persuation GUI is a fugly, uninforming, immersion killer, outside the main GUI then you be right, problem is Bethsoft is calling it a mini game as its not ... its a interface.
Having an instant die-roll alternative for lock-picking removed one of its more interesting potential challenges - balance between time requirement and safety. No risk of being discovered, no fear of approaching guard, etc. IMHO, that's quite detrimental for sneaky gameplay, but you'd disagree, no doubt...
Ah but you see the roll die only have a lowerchance of success that playing the damn thing.
So what it REALLY does is penalize character skill and rewards player skill on using the GUI ...