Wyrmlord
Arcane
- Joined
- Feb 3, 2008
- Messages
- 28,904
I remember SkeleTony talking about this once, and he's right.
It's not a matter of realism.
It's a matter of keeping the player challenged and on his toes. There is just no good reason for character hitpoints to perpetually keep increasing, until it is is 200+ or some other absurdly big number. Because he can just soak alot of damage from enemies and be careless in fights, and just rest afterwards without any care in the world.
There just has to be some element in the game that no matter how high your level is, you can still get killed or end up in an adverse situation from just about any enemy. In any other genre, like shooters, the player is as vulnerable at the beginning as he is at the end. He is always trying to survive. It's a part of the fun and RPGs can only benefit from it.
In old games, there used to be a thing called Critical skill. It was the chance to do an instant kill. And that is cool, right? Because you could be a fully armoured muscular brute, but all a hidden low level assassin has to do is take his aim at a crucial part of your body when he gets the chance, and kill you instantly. And then vice versa. Just because a player has a high level should not mean he should have an easy time in a fight. It should just help his chances. When he is aware that there is a character with a Critical skill in the enemy group, he makes sure to kill that one before anybody, because that's the one who can change the tide of the battle.
Of course, on similiar lines, there were also things like spellcasters with instant death spells. Or hold spells, which could allow the enemy to win the fight instantly, if he has your entire party Held.
But that stuff is no longer there. Back then, this was the balancing safeguard against uber high hitpoints.
But at the very least, shouldn't there be an upper limit to which you can increase your hitpoints? Or maybe keep base hitpoints fixed from the beginning of the game, and only allow it to be increased by items you wear, like armour? Perhaps both?
It's not a matter of realism.
It's a matter of keeping the player challenged and on his toes. There is just no good reason for character hitpoints to perpetually keep increasing, until it is is 200+ or some other absurdly big number. Because he can just soak alot of damage from enemies and be careless in fights, and just rest afterwards without any care in the world.
There just has to be some element in the game that no matter how high your level is, you can still get killed or end up in an adverse situation from just about any enemy. In any other genre, like shooters, the player is as vulnerable at the beginning as he is at the end. He is always trying to survive. It's a part of the fun and RPGs can only benefit from it.
In old games, there used to be a thing called Critical skill. It was the chance to do an instant kill. And that is cool, right? Because you could be a fully armoured muscular brute, but all a hidden low level assassin has to do is take his aim at a crucial part of your body when he gets the chance, and kill you instantly. And then vice versa. Just because a player has a high level should not mean he should have an easy time in a fight. It should just help his chances. When he is aware that there is a character with a Critical skill in the enemy group, he makes sure to kill that one before anybody, because that's the one who can change the tide of the battle.
Of course, on similiar lines, there were also things like spellcasters with instant death spells. Or hold spells, which could allow the enemy to win the fight instantly, if he has your entire party Held.
But that stuff is no longer there. Back then, this was the balancing safeguard against uber high hitpoints.
But at the very least, shouldn't there be an upper limit to which you can increase your hitpoints? Or maybe keep base hitpoints fixed from the beginning of the game, and only allow it to be increased by items you wear, like armour? Perhaps both?