Games that have low level enemies that look like giant dangerous monsters and high level enemies that look like small creatures that look harmless compared to low level ones.
Elden Ring.
And every MMO ever made.
Games that have low level enemies that look like giant dangerous monsters and high level enemies that look like small creatures that look harmless compared to low level ones.
Elden Ring.
Story heavy games with a specific villain but with some random character you make that does nothing to fulfill the premise of the story.
If they want to have a specific story, I prefer a specific character with a more specific role.
If they want you to make whatever character with a bunch of random party members, make it story light or looser.
Fallout games are an example of where it's story light (relative to some other RPGs) and you end up with some different endings because your character can be different.
Almost all stories in games are terrible and pointless so I think the casuals don't really care all that much but I just need to tune it out.
Emulating PnP is a noble cause, but it should not be the end goal of the cRPG.A lot of RPG modeling was done as a massive abstraction back in the day because there was either no computers involved at all, or very primitive computers. Now, we have the hardware to delve much deeper, and these abstractions are no longer necessary.
You wish. This wasn't true anymore in the last 15 years.current audiences expect primarily mouse driven interfaces.
Partially related to this: when wild animals or unsentient monster drop money.When you find useful expensive stuff, including money in random barrels scattered around settlements.
This was particularly annoying in Elder Ring, where you can kill a dragon by repeatedly hitting its pinky toe with a sword.Combat against dragons and such should be nothing like typical combat. Imagine trying to take a dragon down with a sword or a spear. Those thing would be like toothpicks.
For me, I can't STAND it when an RPG based on a medieval model includes any kind of modern language and/or phrases in it as part of its actual PC or NPC dialog.
Actually, reading this thread, it seems like most people here don't likeRPGsJRPGs.
- Cleave - this doesn't make any sense in terms of RL combat. How would you cleave in RL? You would have to cut cleanly through the first guy's torso to hit the next guy. Yeah...
As ridiculous as this clip is, EVEN IN IT it wouldn't be a cleave, since the sword got stuck midway through.
-Swimming in armor. It's always hilarious to me in any game. Complete immersion break.
Grappling is obviously challenging to implement in a CRPG and would require a separate and possibly more involved system than the typical hit roll versus DC system. But it's worth exploring over the usual magic buff/debuff stacking garbage that passes for complexity in a CRPG combat system.-Swimming in armor. It's always hilarious to me in any game. Complete immersion break.
-Likewise, when a game treats going in and out of water like it's nothing. Which is every game really. Most people are deeply uncomfortable walking in even moderately wet shoes, let alone trudging through waist high water.
-Armor in general is not depicted correctly. We could have a debate on the general approximation of hit points and what they represent in the abstract but the fact remains the concept of 'punching through armor' with a sword is ridiculous. Plate armor was a full tech tier ahead of medieval weaponry to the point that knights could wail on each other all day long without seriously harming one another. Battles were fought until one side got tired and gave up, then they paid the winners some money. Or they devolved into fist fights and grapples with combatants reaching under each other's armor and pulling their opponents nuts off (true story).
- Cleave - this doesn't make any sense in terms of RL combat. How would you cleave in RL? You would have to cut cleanly through the first guy's torso to hit the next guy. Yeah...
As ridiculous as this clip is, EVEN IN IT it wouldn't be a cleave, since the sword got stuck midway through.
He kills 2 and hurts 1 with a single strike, which is basically what the Cleave feat in D&D mechanically represents.
D&D has no rules about swords getting stuck in enemies or not.
Porky, you do realize that combat in D&D has been purposefully, and by design, obfuscated by representative analogs in things like "hit points", "armor class", and the like, right?
Yes, I realize this, but what you have to realize is that this choice has led to a lot of problems:
1. Because the DnD power curve approach leads to non-realistic outcomes (e.g. constantly growing health, damage, etc), it leads to a lot of boring combat. Once your character has 50,000 hitpoints and hits for 2,000 damage, most fights become trash fights, and non-trash fight between you and a dragon with similar stats take forever, while you exchange blows for 2 hours. Compare this to actual combat, which is always exciting and one blow can decide a fight, and you will see what I mean.
2. Things like Power Attacks never add anything of value to the combat. It usually comes with a penalty to hit chance, so you never use it while having low toHit, and then always use it once your toHIt is high. Real combat abilities should be more interesting.