Beautiful Clown Painting
Arcane
- Joined
- Nov 6, 2009
- Messages
- 1,494
Skills who do matter and make a difference such as in Wasteland where mechanics or electronics can be as useful as light guns or doctor.
DramaticPopcorn said:Undead should be undead. You can't fucking kill it just with a sword. It must be a big fucking deal to encounter a pack of zombies.
Thinking of how this shit is usually executed makes me go all
Zeus said:Paladin's Quest for SNES had no MP. Instead, magic spells drained your HP. A really damaging spell practically killed you, making magicians feel reckless and suicidal. :D
Rageing Atheist said:Maybe he meant that undead should be handled in a different manner, not as something for low level adventurers to grind on, but as something that are rare in the game world and actually dangerous, not as "lol zombies" that bunch of low level adventurers can take on.
I personally dislike how "horror" movies have largely fucked up the idea of undead being actually frightening abominations and popularized the notion of chainsaw wielding "lol zombies". I'd prefer to see the undead in a rpg as not some generic enemy but something more sinister, threatening and abnormal.
Also in D&D why do trolls regenerate but not zombies? At least in the forgotten realms games. Wink
BearBomber said:Also in D&D why do trolls regenerate but not zombies? At least in the forgotten realms games. Wink
They are walking corpses the last thing they should be able to do is regeneration.
Pegultagol said:Friendly fire
Penalties for rest
Zeus said:Survival.
I always hated the inevitable starvation/dehydration death in labyrinthine dungeon crawls. But take the player out of the dungeon and the concept suddenly becomes appealing.
Exploration doesn't just mean finding a treasure chest hidden in the weeds, in means securing sources of food and water. Killing animals doesn't just mean EXP (how *does* stabbing rats better prepare you to fight off the king's guard, anyway?), it means getting something to eat, using the hides to craft new armor.
As an added bonus, you could have boss monsters move into the player's favorite hunting grounds.
You don't need some old man with a yellow exclamation mark hat telling you to slay the dragon; you slay the dragon because he's camping on the only clean water source in the whole damn forest, and the sooner you do something about it, the better.
laclongquan said:Because the usual rhino attack by running straight at you. half-a-tone of aggression with one horn forward run a 20mph from a distance of 100 yards guarantee your death in most fearsomeway. Instant gameover, how do you like that apple, huh?
I agree with your post, but good cover/position systems are very important for modern RPG combat.shihonage said:With the amount of work I am putting into more interesting object/skill interaction, description and adaptive quests, I don't plan on making a complex cover system, height variances and such shit. Combat cannot be this overgrown phallus that bumps into things as you walk through the world, looking for something to hump - the way it is in every fucking RP game I ever saw.