Norfleet
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- Jun 3, 2005
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Sure, but never to the same degree. Either defensive options upgrade faster than offense, meaning higher-level characters are more prone to grappling ineffectually against each other, making increasing hitpoints unnecessary, or offense outstrips defense, resulting in a situation where, if all characters had level-1 hitpoints, they would be dead in a single round.hiver said:Thats a rather artificial condition we never see in RPGs isnt it?
Defensive options are always upgraded along the offensive ones. And i consider those to be much more natural and believable options then increasing HP. It makes armor, shields, helmets and various dodge or parry skills much more important, as they should be.
Also, increasing HP tends to GREATLY favor melee combat. In most games, ranged combat has already gotten the short end of the stick, where weapons capable of realistically striking and killing targets at ranges of hundreds or even thousands of meters are reduced to barely tens or less. Throw that on with increasing health, and the result is a weapon that is largely ineffectual, as ranged vs. melee is based on the stopping power equation, not damage vs. damage.
I'm not even talking about player vs. AI when it comes to this: Turn-based games intrinsically carry more exploitability than real-time games. Consider: how does REALITY operate? In real-time. When you abstract it into a turn-based environment, you have "game-ified" it, opening up another avenue for exploitation. And by turn-based, I include "allegedly real-time games that actually operate in clearly punctuated phases such that the underlying mechanic is clearly turn-based", ala BG2, NWN, etc., although these situations are usually closer to real-time behavior. But no, even without unintentional stuff, there are simply FAR more opportunities to really abuse your opponent in a turn-based environment, simply because you can conduct an entire litany of abuse in a single turn, without his ability to react to it. In a real-time game, you can't carefully walk your soldiers up to the enemy and empty round after round of gunfire into him until he dies, then start shooting up the next enemy: You're either charging your battle-line up in unison and unloading a barrage of lead at a single enemy, resulting in overkill and wasteage, or you are firing everywhere, resulting in things not dying. In turn-based mode, you can walk man A up, fire a shot, verify hit/miss/kill, move your next man, repeat. All very precise...in ways totally impossible in real-time. This is not even an exploit, this is something that is intrinsic to the system. Yes, the AI can do it also, but the AI will never compare to the ruthlessness a skilled human player will execute such a thing. Even without AI players, the difference in skill level between a noob and a veteran is massive.Smarts said:Not in the slightest. Because this is a discussion about conscious design decisions, all that unintentional-on-the-part-of-the-designers stuff you just mentioned is irrelevant. "Every turn-based game will have exploits and gaps in the AI" is not a good argument against hit points.
In short, player skill matters just as much, if not more, in a turn-based game than in real-time, because turn-based tends to grant fewer lucky breaks and opportunities for panicked reflex actions to do any good.