Shemar said:
I know exactly what you are saying. Your examples are very clear. How may (playable) races and how many classes does a cRPG need? If your answer to either is more than 5 then you are already in the realm of uneccesary comlexity that adds nothing for me.
That's because you have no imagination. I'm designing an RPG (for fun, mostly, don't expect to ever actually make it). I have a tentative 18 or so races set up. Humans have over a dozen subraces built around genetic abilities. All of them have something they're good at that nobody else can match. It's all a matter of finding things to do. Sure, you can have a warrior that also casts buffs and heals the party, but it's not "unnecessary" to split those roles up to different classes, or to make classes that specialize in them. If it isn't, why not make just one class that can do everything as well as possible and get it over with?
Hell, I'll give you an example of a game with assloads of classes in which every class is useful and fairly unique: Wizardry 8.
No, having fire/ice/lightning/whatever and then just having the relevant resistances and play 'guess the right type of damage' is exactly the complication I see as adding nothing to the game. Unless one is some kind of moron that can't figure it out in 3 seconds flat.
It's not necessarily obvious what's weak to what. The time being spent guessing wrong or testing could be crucial time to finish off the enemy before he finishes you off. Your problem is that you have no imagination regarding how such a system could fit within the game as a whole.
Nevermind that the differences don't have to be limited to that. It's merely one example that's almost universally implemented and destroys your claim that "there's no difference" between a spell that's the same in everything other than the element.
More potential differences: the fire spell could set enemies on fire, blind them, distract them, scare them, dehydrate them.
Cold spells could slow, freeze outright, start coughing fits, condense gases into liquids and drown enemies, put out fires (enchantments, torches to spring an ambush, etc).
Lightning could stun, burn mana, have a chance to kill instantly, do extra damage to grounded enemies or enemies wearing metal armor.
They could even interact with each other (IE: cold puts out fire, but also attracts condensation to the person making lightning more lethal).
Differentiating fire/lightning/cold ball/missile/cone/cloud is not that hard at all. It's all in the implementation. And the above system is superior to one in which you just have a fireball that does all the fire stuff but no cold/lightning ball alternatives that would add a whole new dimension to the game.
A simple example:
You run into a mob of enemies. There's 6 orc berserkers wearing heavy metal armor who hit liike a bull charge and 1 orc shaman wearing heavy leather clothing who can heal and cast nasty area spells.
You're a mid level party and it's gonna be a tough fight.
Under your system there's just fireball to use because lightning/cold balls would be redundant. So you cast that and if the random numbers work out, you win. If not, the orcs use you as a blow-up doll.
Under my system the player has the choice to use a fireball which will hurt them all somewhat but not shut any of them down, cold which will shut down the shaman but not the warriors, or lightning which will fuck up the warriors but get deflected by the shaman's insulation. So you have to make a choice: do you take out the shaman and have your party deal with the berserkers, or do you take out the berserkers and hope the shaman doesn't wipe out your entire party before you can take him down?