hehe what deuce traveler describes with werdna is a huge part of the weird melting pot of reasons that make classic, traditional wizardry feature such depth of design in fact it's almost by pure accident. there is SO MUCH randomization in wizardry 1-5 that every single little thing ends up becoming a mountain; such as the fact that encounters, even after they make the incredibly smart decision to feature both random AND fixed encounters-- are still regulated by a dice roll as far as the amount of monsters are concerned... when you stop and think about this it is such a hot mess isn't it?
you can get lucky and catch werdna with his pants down, or you can be unlucky and face him with a full guard of vampire lords. imagine these two players, and both beat him and both have completely different psychological take-aways from their experience with the game. originally this was almost impossible to abuse because original versions of wiz 1-5 saved the game state automatically after every step; so you couldn't just re-load and hope for a better encounter roll.
the random way resistances work is also very similar: the percentile roll the game uses is so big that it might as well be a completely random thing; but the thing is that you know that it never truly is random. it makes for some extremely intense moments.
wizardry is like the perfect alchemical mix of skinner boxes and slot machines married with hard-core rpg game design.
you can get lucky and catch werdna with his pants down, or you can be unlucky and face him with a full guard of vampire lords. imagine these two players, and both beat him and both have completely different psychological take-aways from their experience with the game. originally this was almost impossible to abuse because original versions of wiz 1-5 saved the game state automatically after every step; so you couldn't just re-load and hope for a better encounter roll.
the random way resistances work is also very similar: the percentile roll the game uses is so big that it might as well be a completely random thing; but the thing is that you know that it never truly is random. it makes for some extremely intense moments.
wizardry is like the perfect alchemical mix of skinner boxes and slot machines married with hard-core rpg game design.