roshan
Arcane
- Joined
- Apr 7, 2004
- Messages
- 2,529
No, it was about what dice rolls simulate. I proposed that things like AI, abilities and, in general, more detailed content, can replace to an extent what dice rolls are simulating.
Systems don't pose risk to players. Enemies pose risk to players. Again, the quality of this kind of game really depends on the content, not the systems.
I think you're discounting that randomness is also an essential consideration in strategic combat as without randomness there really is no simulation of risk or luck at all. As an extreme example, let's say a fireball always does a fixed damage of 45. If I see an enemy casting a fireball at my party, and everyone has 55 HP, I simply don't need to worry, I can leave them in the area of effect. Now, if a fireball does 10d7 damage, my characters can take anywhere from 10-70 damage in the attack.
Now the average damage is less, but all of a sudden, the fireball is much more dangerous - I can actually lose one, or even more of my party members. Even though my characters might only take 10 damage from the attack, now, I need to move all of them out of the area of effect. My response has changed completely due to the unpredictability of the situation. At the same time - I could leave certain characters to continue what they are doing, knowing the risk that the fireball poses - this is the kind of decision making that makes combat difficult!
You are confusing two totally different things - the numbers aspect of combat, and the AI. Even if the AI is really good, it is meaningless if players can predict the results accurately as then players will always be able to come up with the appropriate response.