Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,038
No, not nothing. A set of pretty postcards and a tape with the soothing voice of Patric Stewart.
Hamanu said:Yeah, rereading my post I could have been a little more clear, and I was exaggerating a little. Maybe a better example; You have a fresh faced peasant lad (level 1 fighter) facind down an armoured warrior (level 10 blackguard). The peasant has a THAC0 of 20, and the blackgaurd has an AC of say 10. The only way the peasant is going to damage the blackguard is with a natural 20. What this means as far as the actual fight is concened, assuming the blackguard doesn't actually attack, is that the peasant is going to spend most (90%) of his time simply bouncing a mace off of armour (not missing completely), 5% of the time he WILL trip and miss completely, and 5% of the time he'll get lucky and actually manage to hurt the blackguard. I don't think this is far off what you'd expect to see in the same real life situation.
What to-hit rolls in D&D are supposed to be simulating are all the possible events in a combat situation reduced to a single roll. So it's supposed to take into account player skill with a weapon, enemy dodging abilities, armour, critical hits, positioning, etc. In a 3d rpg you can simulate most of these things more effectively in other ways, rather than depending on a single roll of the die. Many things we take for granted in PnP rpgs were originally concessions to the limited time and equipment players had available. From combat to the leveling system. Now with crpgs we don't have to make those same concessions, but for some reason, so many developers still do.
Hamanu said:...
What to-hit rolls in D&D are supposed to be simulating are all the possible events in a combat situation reduced to a single roll. So it's supposed to take into account player skill with a weapon, enemy dodging abilities, armour, critical hits, positioning, etc. In a 3d rpg you can simulate most of these things more effectively in other ways, rather than depending on a single roll of the die. Many things we take for granted in PnP rpgs were originally concessions to the limited time and equipment players had available. From combat to the leveling system. Now with crpgs we don't have to make those same concessions, but for some reason, so many developers still do.
No, we don't get into defending every decision we make in trying to make the best game we can. Sorry.
Lumpy said:Yeah, fighting unARMED is exactly what unARMORED was about.LlamaGod said:Why exactly isnt Unarmored in, anyways?
Characters cannot punch? what the fuck is that
Hand-to-hand (an idiotic name) is still in.
But did Unarmored make a lot of sense anyway? How can someone get armor rating without wearing armor? Doesn't make a lot of sense. It shouldn't have been in anyway.
Lumpy said:Yeah, fighting unARMED is exactly what unARMORED was about.LlamaGod said:Why exactly isnt Unarmored in, anyways?
Characters cannot punch? what the fuck is that
Hand-to-hand (an idiotic name) is still in.
But did Unarmored make a lot of sense anyway? How can someone get armor rating without wearing armor? Doesn't make a lot of sense. It shouldn't have been in anyway.
Vault Dweller said:No, not nothing. A set of pretty postcards and a tape with the soothing voice of Patric Stewart.
Hamanu said:@Drakron
That was awesome, thanks for contributing. I wasn't going to respond, but I think it's worthwhile to correct some assumptions.
First, I don't have ticks.
I do understand what you're saying, I just don't agree with you.
Player skill is always an element in rpgs.
...
They're not subsuming the rp aspect because rping isn't about statistics and die rolls.
Bosco said:Don't worry, everyone. In an out-of-character moment, Pete went through the trouble of making an extensive explaination as to why they left Levitation out, leaving no doubt in anyone's mind that they had good reason to do so:
No, we don't get into defending every decision we make in trying to make the best game we can. Sorry.
There's a HUGE difference between player's wits (tactics, knowledge) in RPGs and player's twitch skill (reflexes, practise) in action/RPGs, so you are giving a wrong example. Because that was the real topic here.Hamanu said:Player skill is always an element in rpgs. I'll give you an example from an old D&D session. Party's dead, one level 9 or 10 cleric is left. So you have one idiot cleric against a nightwalker, seems like a tough fight until you realise that the cleric can cast plane shift as a touch attack and send the nightwalker to the elemental plane of fire. I know you're going to come back and tell me that a nightwalker can plane-shift at will, I know that, but that's beside the point. The point is that the cleric was played by a skilled person who knew how the system worked. Don't tell me that a bad player would have done the same thing. They COULD have, but they wouldn't have. They would have whipped out their dagger and died.
Hamanu said:Sorry for the thread hijacking though, back on topic now. I always liked to play devil's advocate.
HardCode said:However, the one common element is the Hit Roll. It is absolutely necessary or else you have Counter-Strike.
Imbecile said:I guess this is the sticking point that I disagree on. Where you are in full control of your character in real time, you no longer need a proxy Hit Roll.
HardCode said:Imbecile said:I guess this is the sticking point that I disagree on. Where you are in full control of your character in real time, you no longer need a proxy Hit Roll.
But you are missing the point brought up many times. If YOU the human at your computer determine whether or not your PLAYER CHARACTER scores a hit, then that doesn't accurately represent your PLAYER CHARACTER's abilities. It represents YOURS. And "YOURS" is Counter-Strike, the "PLAYER CHARACTER's" is an RPG.
HardCode said:Imbecile said:I guess this is the sticking point that I disagree on. Where you are in full control of your character in real time, you no longer need a proxy Hit Roll.
But you are missing the point brought up many times. If YOU the human at your computer determine whether or not your PLAYER CHARACTER scores a hit, then that doesn't accurately represent your PLAYER CHARACTER's abilities. It represents YOURS. And "YOURS" is Counter-Strike, the "PLAYER CHARACTER's" is an RPG.
bryce777 said:I guess what's frustrating to me is, not only do people seem unable to grasp what an rpg is, but that really a lot of the people dont want an rpg at all.
HardCode said:bryce777 said:I guess what's frustrating to me is, not only do people seem unable to grasp what an rpg is, but that really a lot of the people dont want an rpg at all.
Yes. This problem of consumer ignorance is what is driving the game developers to make mis-matched games. Genre is out the window.
There are genres for a reason. The purpose of a genre in the first place is to represent different classifications of something. Like music. There is classical, pop, rock, metal, rap. While sometime a cross-over is successful, it isn't meant to be that way all the time. Metallica played with an orchestra, but how many metal fans want orchestras in all metal music? How many classical fans want metal in all classical music?
Game companies are trying to satisfy all the people all the time. That will eventually lead to failure. Keep RPGs as RPGs. Make FPS games if you want to take that part of the market share. RTS games should be made in the RTS genre. Mixing them all of the time leads to a "nobody wins" situation.
HardCode said:Yes. This problem of consumer ignorance is what is driving the game developers to make mis-matched games. Genre is out the window.
Game companies are trying to satisfy all the people all the time. That will eventually lead to failure. Keep RPGs as RPGs. Make FPS games if you want to take that part of the market share. RTS games should be made in the RTS genre. Mixing them all of the time leads to a "nobody wins" situation.
bryce777 said:Actually I just want a game where I can gas jews and rape teenage girls, but don't tell anyone.
" Howard described it this way: "It's amazing how many people played Morrowind and said, 'Why is my character missing when he swings? The enemy is right there!,' "