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Why are people arguing whether dice rolls are good or bad? That's not what OP was about.
Joined: Jan 28, 2011Why are people arguing whether dice rolls are good or bad? That's not what OP was about.
In that case I don't even know what the fuck.I'm going to be pedantic here and point out that Diablo 1/2 have attack rolls and it's only Diablo 3 that doesn't: http://www.diablowiki.net/Attack_RatingOkay, I am willing to listen (and why not be convinced), but answer me this first :
In a video-game, which is more fun to you :
- Diablo-style fighting, where all the hits will connect (but can be resisted, countered, etc.)
- D&D-style fighting, where some hits can miss and never connect, because of a failed dice roll ?
There are always exceptions, of course, but the first tabletop games I played all used dice. I'm not talking about only D&D. The various alternative games TSR and other publishers were putting out during the early PnP craze, used dice as well. I can only comment based on experience I've had. And to me, a RPG includes dice. The 20-sider is iconic.
You mentioned cRPGs shifting away from the older paradigm... that is exactly why I am voicing opposition. Pay no mind to me, it's a personal crusade.
The fact that you think a shift away from a PnP framework is good, and statements such as less random is better, means we are approaching the subject from very different places. For the record, I haven't read any reason why less randomization/unpredictability/luck is better. The premise of removing even some of it from a classic RPG strikes me as bizarre. The counter arguement could be interpreted as change merely for the sake of change, implementing new systems just to be different, which is equally invalid.
I'm going to be pedantic here and point out that Diablo 1/2 have attack rolls and it's only Diablo 3 that doesn't: http://www.diablowiki.net/Attack_Rating
The second, though not necessarily "D&D-style" because it sucks. There are other dice-roll methods, you know.
Aren't resists, glancing blows, etc. just another form of 'dice roll?'
Why are people arguing whether dice rolls are good or bad? That's not what OP was about.
CRPGs have saving and reloading. PnP doesn't. That has made all the difference.
Tabletop games often use dice and players usually take turns?What is the correlation between dice rolls/RNG and turn-based combat?
Would it be a stretch to suggest that some people who advocate less randomization in cRPGs, also are less inclined to support turn-based combat? They might even see the shift toward real time as a good thing.
I like real time for single-character RPGs.
I like turn based for party-based RPGs.
That's all.
The vast majority of RPGs, including real-time "console popamole RPGs", use dice rolls in one form or another. "Derandomization" isn't a big thing, at all. So there's not enough data to support the existence of this correlation you're suggesting.
"attacks", "evade", "resists", etc.
Thanks for the clarification, and that's also how I understood it, but I see what you're hinting at.
I guess I should stop posting in this thread, since you seem to think (and probably rightfully so) that any replies should pertain to the OP.
I was too lazy to start a proper threadIt was just too tempting to discuss antiquated dice (D&D) systems for skill checks/fights in cRPGs here and now.
If the lowliest opponent doesn't have even a miniscule chance of hurting your demi-god power gratification avatar, the game loses something important. I'd say that randomness is the closest we've found to injecting soul into computer code; but who's to say randomness is not what accounts for our souls as well?
Sure, you'd need a roguelike to properly implement that in a cRPG...
Back to the topic, if you blindly use the same rules in a non-roguelike cRPG, you'll just end up with reloading tedium. But hey, remember that Wizardry didn't save dungeon progress but only character progress, and had random encounters involving random combat rolls etc.? So obviously, some significant adjustments are needed. However, randomness still plays an important role
I'd say that randomness is the closest we've found to injecting soul into computer code; but who's to say randomness is not what accounts for our souls as well?
For starters, you'll notice that D&D (older versions) pretty specifically and intentionally makes it so that: 1) even with ungodly armor class (-10 or -32768, who cares?) you'll still get hit if the attacker rolls a natural 20 2) even with ungodly saves, you'll still fail the save on a natural 1. The consequence being: you could be playing the most tweaked-out munchkin dragon slayer, the lowliest of the low kobolds with a poisoned dagger still has a 1:400 chance of insta-killing you. That's without even going into countless other insta-kill monsters and threats such as catoplebas, rot grubs, ear seekers, yellow mold, medusas, ...
Sure, you'd need a roguelike to properly implement that in a cRPG.
Also, you'd need a much wider spectrum of supported player actions, because you don't get around a catoplebas by reloading until you pass your save, you get around it by blindfolding yourself and fighting it (it's pretty wimpy once you can't trigger the instant death); you don't prevent an ear seeker form nesting in your brain by enchanting a ring to give you +5 on Ear Membrane Thickness rolls, you use a listening horn with a mesh, etc. So, the ruleset pretty much works only when player ingenuity is expected and required (as opposed to just min-maxing your char and just letting the dice do the work for you).
Since the dice can always screw you up, you're also encouraged to come up with ways that will eliminate dice rolling from situations that could have disastrous consequences. And you're encouraged to avoid combat and get XP from acquired treasure, since every combat could have a very unpleasant outcome
Back to the topic, if you blindly use the same rules in a non-roguelike cRPG, you'll just end up with reloading tedium.
But hey, remember that Wizardry didn't save dungeon progress but only character progress, and had random encounters involving random combat rolls etc.? So obviously, some significant adjustments are needed. However, randomness still plays an important role.
If the lowliest opponent doesn't have even a miniscule chance of hurting your demi-god power gratification avatar, the game loses something important.
I'd say that randomness is the closest we've found to injecting soul into computer code; but who's to say randomness is not what accounts for our souls as well?
And if there is a correct sequence of moves that always gets you the same outcome in the same situation, the game is worse than "deterministic", it is "memorizeable". Combat should always carry risk, even when executed by the numbers (in a manner that would make military tacticians shed manly tears of joy). And that is exactly what separates good cRPG combat from chess and other strawmen.
That it results in a reload when the dice don't go in the player's favor, when the same tactics result in a success when they do is obviously... suboptimal. There are different directions when handling this, but I'd say that letting the player reduce the influence of randomness on his outcome by smart play and planning is superior to letting the game reduce the influence of randomness across the board because the players can't be arsed to do it (learn to play?).
Skill checks? I don't know, I haven't made any games or played any that would randomize skill thresholds like we mentioned before - but I'm still sure I would like to at least try a game like that before saying it's definitely pointless.
Also, I don't like messing with the player characters (with random adjustments like J1M mentioned), because fundamentally, PCs are the player's input and responsibility (and the more control players have over their characters, the better), while the game world is solely the game maker's responsibility.
And dunno, but having the game world be more "worldly" (=unpredictable and not-trivially-deterministic, also not trivially memorizeable) sounds like a clear win to me.
Then, riddle me this: what use is a ruleset in a static experience? Why do you need rules for mechanics, if the "mechanics" in question are merely "if your Skill X is > Y, and you choose Option A that involves it, you win"?
If you're bothering to design actual mechanics, added fuzziness within their design parameters is a good thing. You could achieve that fuzziness with statistic modeling and whatnot, but it makes sense to use the simplest mechanic that achieves the desired effect (and in the case of percentile skill rolls, I think a (1d20-10)% adjustment would work as well). Without the "fuzziness" and unpredictability, you might as well not have any mechanics and reduce the whole game to a CYOA "make one of 1d6+1 predefined choices". And where's the "game" or "world" part in that?
And before you get on your high "statistic modeling" and "AI" horse, consider this: what are random tables based on, if not quasy-statistic modeling and creative nonsense (remember Gygax's previous career)?
What does good AI operate on, if not tables of data and (quasy)statistic outcome prediction or heuristics? And if you have AI that can predict the outcome of actions much better than the player, should it always do so? Can the predictability of AI choices be used against it by players? I'd say AI that plays smart but with a decent degree of unpredictability would be much more interesting to play against than the alternative.
But before a decent AI developer starts making cRPGs (that'll be the day), random tables and a bit of rolling can do the job just fine.
Like Gary Archimedes Gygax famously didn't say: give me a large enough set of random tables and I'll simulate the Earth.
Are you advocating a system where it's immediately known whether you'll be successful in a particular action during combat (ex. generic-combat-skill 6 always hits against-generic-combat-skill 4), Karma? How do you have "chance" without randomization? Why does the use of randomization preclude the use of "clever" AI?
There's a chance my understanding of your posts is flawed, but that's what forum access at 1 AM is about.
But what happens when we find out that not only does God play dice, the dice are loaded?As much as I admire and respect Gygax, I prefer to rely on Einstein to enunciate the principles that seem to rule our world : "As I have said so many times, God doesn't play dice with the world."