Are you interested in doing something deterministic at some point?
I think that's very interesting. To the extreme, you have something like chess which is completely deterministic, and so it's ultra tactical. (...) I do think a deterministic combat system could be very interesting, but you really would have to develop the tactics to such an extent that it felt as rewarding as something like chess. It doesn't seem like it should be a tall order, but it is a tall order. Chess has had a thousand plus two thousand years to sort of develop and refine itself over time, and it went through some periods, like medieval chess is almost unrecognizable. Like en passant came a long time to come in, castling took a long time to come in. Something like that would be interesting. It's something I have thought about in terms of a historical game because you have to think more in terms of like what you think about someone who's actually a skilled combatant. Like no dude, he's just going to destroy this person. So it feels like it should be a more deterministic thing. It's something I think about too when I look at games like X-Com (...)
I know, but when you're wrestling with RNG, and you have a pretty solid basis of mechanics... I would be very interested seeing an X-Com style game where it's deterministic, where it's more like yeah your sniper can shoot from this distance, but you're only going to do this damage. If you shoot here, you can do even more damage guaranteed, but it's positional. So that's the decision you're making. I think that could be a really neat thing.
Even in terms of a more melee-oriented game, I think it could be interesting to sort of play around with that. If not deterministic, then much more sort of reliable, and it's more about the specific tactics than just chance. But it's also hard to dispute that, especially with a lot of unique items in Pillars of Eternity, when we moved more toward extreme results on a small percentage, people tend to respond a lot better to that. Like there's a three percent chance per hit that this guy's going to get petrified, and it's like don't do anything differently, just hit the guy and 3% of the time they're petrified or hit by a lightning bolt, and people like the jackpot feeling, and it's hard to deny that