Denim Destroyer
Learned
Torches in the Pathfinder games provided you have a caster in the party.
The Magic Candle.Out of curiosity, anyone knows an RPG where consumables were not broken? For me, it was either "don't use it because it's too precious, and I will need it later" or "who cares, those can be replenished for cheap in any shop".Any RPG with consumables such as health potions, scrolls, etc. rendered redundant by inflation in the game economy. You either earn way too much money that there are no hard choices in what you decide to purchase or the items drop too frequently for the items do add a strategic layer to the gameplay.
Water in Ravenloft : Stone prophet. As longs you have a cleric to cast create water, it is pointless.
Torches in the Pathfinder games provided you have a caster in the party.
KotC2 makes you wan't to use the consumables too. Not perfectly so but it is better than most.The Magic Candle.Out of curiosity, anyone knows an RPG where consumables were not broken? For me, it was either "don't use it because it's too precious, and I will need it later" or "who cares, those can be replenished for cheap in any shop".Any RPG with consumables such as health potions, scrolls, etc. rendered redundant by inflation in the game economy. You either earn way too much money that there are no hard choices in what you decide to purchase or the items drop too frequently for the items do add a strategic layer to the gameplay.
Yeah, and books are a stupid invention that fail to recreate the personal performance of campfire stories.Every RPG mechanic in a single-player computer game is useless in trying to improve gameplay since RPGs are tabletop social games.
Thoughts, ERYFKRAD?Yeah, and books are a stupid invention that fail to recreate the personal performance of campfire stories.Every RPG mechanic in a single-player computer game is useless in trying to improve gameplay since RPGs are tabletop social games.
Certified Bethesda momentadvertising skill-checks in games where you can save/load anywhere and trivially game the system
AFAIK this is basically a trend that Obsidian started with FNV.Certified Bethesda moment
The federal government needs to pass a law banning quicksaving/quickloading in all games. It fundamentally undermines their design in all cases.
Level scaling makes the core of RPG gameplay, i.e. levelling, pointless.
agreed, games should come with all cheats pre-enabled and hotkeyed, it's your fault if you choose to use godmode after allI've never played a game which reloads for you when you fail a skill check.
So, yes, it's on you, if you lack the mental fortitude to stick with your choices and failures, play FPS instead.
Save Often
You have ten save game slots. Use them well. Before you get to
a new location, save your game. Before entering a dangerous looking
building, save your game. Before talking to an important looking
NPC, save your game. And use all of your save game slots. Don’t
keep saving over slot 1. If something goes drastically wrong, it’s better
to be able to move a couple of saved games back and restore from
there instead of having to start over from the very beginning.
Are there any games that roll all dialogue skill checks in advance at the start of the game and just add modifiers at the time of use?advertising skill-checks in games where you can save/load anywhere and trivially game the system
From the Fallout 1 manual:
Save Often
You have ten save game slots. Use them well. Before you get to
a new location, save your game. Before entering a dangerous looking
building, save your game. Before talking to an important looking
NPC, save your game. And use all of your save game slots. Don’t
keep saving over slot 1. If something goes drastically wrong, it’s better
to be able to move a couple of saved games back and restore from
there instead of having to start over from the very beginning.
RPGs want you to savescum.
What's good about Knights of the Chalice is that you can only rest at campfires.Reputation and karma, usually.
Resting in most D&D-inspired games.
Hard disagreeAFAIK this is basically a trend that Obsidian started with FNV.Certified Bethesda moment
Pillars of Eternity also has a pretty decent camping system too. For those not in the know, you have a separate special item slot for camping supplies, the max amount being dependent on difficulty, which you can buy or (rarely) find in the world. Every time you rest, it uses a camping supplies.What's good about Knights of the Chalice is that you can only rest at campfires.Reputation and karma, usually.
Resting in most D&D-inspired games.
Sometimes you needed to go back to previous saves because of bugs, you know.From the Fallout 1 manual:
Save Often
You have ten save game slots. Use them well. Before you get to
a new location, save your game. Before entering a dangerous looking
building, save your game. Before talking to an important looking
NPC, save your game. And use all of your save game slots. Don’t
keep saving over slot 1. If something goes drastically wrong, it’s better
to be able to move a couple of saved games back and restore from
there instead of having to start over from the very beginning.
RPGs want you to savescum.
Yes, there are games that essentially used a pre-seeded generator so that you know what's going to happen before it happens. Of course, this lends itself to its own peculiarities.Are there any games that roll all dialogue skill checks in advance at the start of the game and just add modifiers at the time of use?
You're never going to get away from the "meta" problem, it's perennial. Yes, not saving is the most immersive way to play, but we all have real lives that occasionally call at awkward moments. The best compromise is to have a rolling autosave (with say 5 slots in case of accidents and bugs) with at the very least autosave on exit as well as autosave after resting at sensible specific in-world spots (inns, campfires). Autosave after combats and important skill checks should also be mandatory, I think. With that combination, you still have the benefit of the player not having to think about saving at all.
The benefit of a manual save/quicksave system is really just to be able to try out alternative responses to see what happens, but some people love that (and of course reviewers and people making guides desperately need it). So you should have both, and the player can then just forget about saves (and let the autosave system do its thing) or use the manual save system, with an option to turn the manual save system off.
Then you can have checks made on percentage chance, which is the proper simulationist way to do it (higher skill stat-wise increasing the chance of success but never totally guaranteeing it - just like in real life).