DefJam101
Arcane
Complex things can be better for ~~immersion~~ purposes (real immersion, not omg so emotional much engage immersion) but THAC0 is a terrible example because it doesn't really represent anything well at all
In short, Grunker has a point. Ideally, any sort of gaming system should be relatively easy to understand and transparent but hard to master.
I don't care about Sawyer,
I care about what you claimed to me.
itt we learn Grunker likes streamlining just because it makes it easier for everybody. See how that works?
inb4 accusations of desiring simplification is thrown at the resident gurps fanboi
You have some issues bro. I think you're an aspie.
how ironic you call me one
If you honest-to-God straight up say to me "nono! needless complexity has NO disadvantages!"
that isn't done with the simple addition of BAB.
I realize I probably shouldn't challenge the opinions of even more people who seemlingly agree with me, but I'm not sure that's what I meant. The problem with THAC0 isn't that it is complex, it is that it doesn't do anything with that complexity that isn't done with the simple addition of BAB.
GURPS is very hard to understand (though it is transparent), but that's OK, because to achieve the simulation/modularity that GURPS does, it has to use very complex mechanics.
Anyway, in effect, I mostly agree with you. And you're right that ALL systems should aim to be as transparant as possible. But they don't have to be easy to understand.
1. Sawyer thinks thac0 and other stuff are hard to grasp
2. I think they're not
3. I think those who can't grasp them are retarded
Explain THAC0 to me without using any term specific to RPGs or gaming.
I've never really understood people pointing to THAC0 as some overly complex system.
Ok, that's basically true. And you're right, I haven't been paying attention. I can't keep up with the speed of the 'sperging in this thread.I've never really understood people pointing to THAC0 as some overly complex system.
You've not been paying attention son : it's uselessly complex, not overly so.
no reason, no reason at all, its there, its kinda shit, but there is a huge sign it says "change it if you want to". People criticizing this is about as retarded as the codex can get (Please dont prove me wrong).Yeah, but it's still tarded, why not do it in an intuitive way instead if it gives the exact same results?
Everyone explained thac0 as a "chance to hit" or "the bigger the better".
I still remember game magazines' reviews of Baldur's Gate after its release - every review started with brief introduction to D&D and explaining why lower armor class is good. Everyone explained thac0 as a "chance to hit" or "the bigger the better". For people, who first came in contact with D&D rules in the form of BG that was more than enough.
It is the armor class itself, that can take both negative and positive values, where lower value is better, that is counterintuitive in nature.
my mistake, I meant weapons description, like THAC0: +3.I still remember game magazines' reviews of Baldur's Gate after its release - every review started with brief introduction to D&D and explaining why lower armor class is good. Everyone explained thac0 as a "chance to hit" or "the bigger the better". For people, who first came in contact with D&D rules in the form of BG that was more than enough.
You mean the lower the better
Indeed.http://en.wikipedia.org/wiki/GNS_TheoryAnyone that can give a short version on whats happening in the last... 50 pages?
That alone isn't that bad in an excessively abstracted game.Intellect governs melee damage
That however is just awful.and strength has no role in melee combat. no minimum requirements for wielding weapons
Personally, I suspect that Intellect's overall effect on damage will be small enough that it won't be as much of a "must have" as you suspect.
Overall proficiency can be also taught by the means of drills and exercises, which is typically enough for battlefield conditions - you don't necessarily want smart soldiers, you want ones that follow orders.Now you are just making it too easy, combat proficiency is a knowlege, it is something you learn, therefore i have no qualms with it being affected by intelligence.
And if two untrained dudes are wielded by a giant like clubs and used to hit the same spot, it clearly becomes apparent that strength plays no role in damage dealing and the only attributes that matter are height and mass.If two untrained dudes hit the same spot, one extremely strong and the other about as strong as he needs to be to swing the axe. then clearly the dude with more strengh will have a bigger effect against the target.
Inteligence as a general stat to determine base damage for everything is an ilogical concept, as it has no direct effect on said strike.
I doubt you'll have such chance.PS: im actually hoping a retard breaks your face and then rapes your ass before the end of the month.
Actually, for melee attacks there should be no attack roll. There should be a defense roll modified by all sorts of factors (including attacker's stats and modifiers). If the target is not capable of defense, the attack should simply hit.It's interesting how all the rage is over damage when I've seen virtually no complaints about how the accuracy of any given attack or spell is determined by dexterity. When you attack an opponent it's their defense score (deflection, fortitude, reflex, or psyche) versus your attack score (always buffed or penalized by dexterity). You need to be dextrous to better hit someone with melee weapons, ranged weapons, ranged single-target and aoe damage spells, debuffs, crowd control, etc. No more no-save free rides.
One day the masses will thank JE for his easy-to-understand unified RPG system.
This.Who says simpler is necessarily better than complex even if it achieves the same result?
what the fuck am i reading
Actually that's what intelligence allows you to work around.hint: a concept is only easy to understand if you have prior exposure to similar concepts.
I'm not sure it's inherently so.Complex things can be better for ~~immersion~~ purposes (real immersion, not omg so emotional much engage immersion) but THAC0 is a terrible example because it doesn't really represent anything well at all
That's "complicated" or "contrived", not "complex".Challenging opinions is cool, no worries.
I don't think THAC0 is complex, it's painfully simple (it's how good you are at hitting shit), it just "sounds" complex for no good reason.
Think about how bad book on a certain subject will make things needelesly complex and hard to understand while a good book can convey the crux of the matter even to a reasonably intelligent and eager to learn layman.
THAC0 is problematic because it starts from the mechanical concept of dice roll to hit instead of intuitive high level perspective of combat (where bigger means better and subtraction is involved). That kind of "bottom-up" approach is assburgerish and it results in the counterintuitive concept of armor class being applied to dice rolls.
As usual, with gamistfags herpaderping as usual and narrativists not realizing that narrativism in cRPG context boils down to effectively reducing game to CYOA.
What.redusing (...) virtual reality
At least now we know that Roguey's rabid feminism stems from an act of cunnilingus gone wrong.Having more wits makes you do more damage. A sharp tongue indeed.
What what?What.redusing (...) virtual reality
What what?What.redusing (...) virtual reality
That's the epitome of fail, because non- and semi-systemic checks (those that do rely on gamewide system, but are pretty much handplaced - for example locked doors and chests in a game without bashing) are typically what gates content, which is the thing players value the most.Probably not!
The way Sawyer has things set up, scripted/non-systemic checks don't actually have to be balanced/equally represented. They're not part of the "balance equation" at all, allowing the dialogue writers and quest designers to use them as they please (within reason, of course).