Kiste
Augur
- Joined
- Feb 4, 2013
- Messages
- 684
Oh for fucks sake, this is nitpicking. How many squishies will be heavily invested in the tumble skill? Yeah, thought so. And yes, there's plenty of unblanaced shit in D&D and Pathfinder, which is why I mentioned earlier that AoO ceases to matter in high level gameplay and it's just one of the many reasons why D&D 3E and Pathfinder high level gameplay is such a broken mess. Who gives a fuck if these systems offer "more options"? These games are so disgustingly bloated abominiations that they singlehandedly kickstarted the current wave of lean and lightweight P&P systems, like D&D 5E, Fate and Numenera (the combat rules of the latter one fit on 1 1/2 pages in the book and can be exhaustively explained in about 4 sentences).I'd just like to point out how turn based systems like pathfinder and D&D offer way more options around AoO. You have the disengagement action but, more importantly, the 5-foot step. That means a squishy character can trade moblity for a modicum of safety, move in the direction of other party members and STILL act in the same unit of time. You also have a dedicated skill, acrobatics/tumble (wich gives you other uses outside of battle) and unblanaced spells like sanctuary or shadow door to deal with "engagement".
The fact remains Engagement works reasonably well as a way for melee chars to keep the enemy in melee and there are ways to deal with it. Discouraging target switching is the main reason we have AoO in these RTwP games since NWN1, because in the IE games, the only legitimate way to do it was through obstruction and it fucking sucked ass. Discouraging target switching is a neccessity if you want the concept of the armored frontline fighter have any meaning at all.
And none of this is actually achieveable by Sensuki's meaningless ideas of having "micro-movements", and "snappy target re-acquistion" and "good AI targeting clauses". We don't need gameplay based on the idea that you're contantly "micro-ing" and repositioning you units in and out of harms way like some spastic Starcraft 2 gook. Party-based CRPGs are not these kind of games and that's precisely why Sensuki's crusade against Engagement is so fucking wrong-headed.
Just have a look at the shit he writes:
The Infinity Engine games. Dungeon Siege, Aarklash Legacy, Age of Empires 2, Battle Realms, Total Annihilation Kingdoms, Warcraft 2, Warcraft 3, Age of Mythology, Starcraft (against zerg etc) ... the list goes on ...
The Infinity Engine was not an "RTS prototype", it was an attempt to implement a real-time Version of the 2nd Ed. AD&D ruleset (which did not feature AoO), presumably to deal with the perceived drawbacks of TBC and to make sex it up for the RTS crowd. I seriously doubt that the aim was to emulate the kind of gameplay found in Warcraft or fucking Diablo and the fact that you honestly think that these games are like "RTS with few player controlled units" is the only reason we're having this stupid debate.The Infinity Engine was an RTS prototype and the Infinity Engine games play a lot like an RTS with a few player controlled units.
So congratulations,. Sensuski, you spawned the most uneccessary, idiotic debate because you confuse a party-based RTwP CRPGs with goddamn RTS games like Age of Empires and Hack&Slay ARPGs like Dungeon Siege.
Well done, Sensuki, well done. Here, let me give you a fucking medal: