Both things have been done before. The downside of a lack of party control is that there has yet to be made a partymember AI that isn't STUPID. The downside of simply substituting for the problem with total party control is that the player can make characters do things they probably wouldn't do. I would argue that both of these cases are undesirable extremes, with the drawbacks of the former being generally worse than the occasional abuse a player may come up with, since having your game earn infamy for its Stupid Party AI is probably worse than the occasional moment in which a player marches a partymember to its death or robs them. You could, of course, try to catch these cases, by having a balance, where partymembers obey the player when their morale is high and go off the rails when not.I offered an idea on the Beamdog forums about AI in NWN and got the same inflexible responses. "We want total party control" blah blah. Same shit that's already been done in many other games. Why not try to enjoy a different experience or something new?
umm, i was thinkingh that for a different playthrough i need to actually take different decision in dialogue or with different world interaction and make different choise.The point is that with RNG, you aren't making the same playthrough more than once.
but no apparently if i roll 5 instead of 13 i have a different playthrough.
That was just an answer to the hypothetical question of this thread. Although... I do like the idea of it. There is also no reason that getting rid of RNG would have to make it more boring or dumb like an FPS. If anything it could make games more challenging because they could fine tune battles to the exact HP. In RNG games like Baldur's Gate or whatever, there are times when a group of Kobalds run at you and your tank lands a big crit on his first hit and splats a Kobald dead in 1 shot. If the damage you do in every hit, is dictated exactly by your gear and your level and your weapon skills or whatever, then devs can make enemies you will can't kill, even with a lucky string of crits, until you level up a bit, and enemies you can kill now but you have to make no mistakes, etc.There doesn't need to be random anything. It would actually make the games easier to design because it would be simpler to plan than when a weapon can hit for anything between 0 damage and 100 or whatever. If every hit was 50, it would be easy to design everything. Lots of games already work like this, like FPSs.
So you want RPGs to be like extremely boring FPSes? Mage ducks behind a piller, pokes head out, get s a sword in the face, headshot, death?
Games can be good without RNG.There doesn't need to be random anything. It would actually make the games easier to design because it would be simpler to plan than when a weapon can hit for anything between 0 damage and 100 or whatever. If every hit was 50, it would be easy to design everything. Lots of games already work like this, like FPSs.
So you want RPGs to be like extremely boring FPSes? Mage ducks behind a piller, pokes head out, get s a sword in the face, headshot, death?
I'll never understand what Gary was thinking when he made each combat round last a minute.
Exactly.
The effect randomness has on the player is of making him experience uncertainty.
But could not such a uncertainty introduced in another manner? For example, if, instead of having a RNG, why instead not relying on hidden informations from the player?
Obviously, there HAS to be a tiny bit of RNG at some point during a game, otherwise the result would be predetermined. But look at chess, for example; from a starting board, you cannot predict how the game will play, because nobody has yet done the first move. From there you can make assumptions, and from a certain point on, you can actually say what will happen; but at the very beginning this isn't possible.
The same could be achieved with a game that first creates, using RNG, the enemies you'll encounter, the equipment and so on, but whose mechanics are deterministic. Basically, a 'roguelike' with a deterministic system. Or by one where the decision of a AI are random-ish, but the system is deterministic; basically, a rts-like game, except it's not an rts, but a rpg.
RNG is a must for cRPGs
Any hypothetical "adaptation" of ADnD Dark Sun that removes the dice rolls that simulate character skill and replaces it with player skills (mostly twitch reflex) , it will no longer be a cRPG, it will be popamole trash. And anyone advocating for such popamole trash can go play Mass Effect Andromeda or whatever.
Let's just imagine, for a moment, Wizardry or Might and Magic without dice rolls.
Now, even if you have a game that gives you more tactical options than the old blobbers did, you wouldn't want to cut out randomness. Let's take Baldur's Gate, or Temple of Elemental Evil. One is RtwP D&D based, the other turn based D&D based. You can walk your characters across the field, maneuver them, outflank the enemy, use AoE spells, etc etc etc. So it wouldn't just be two parties whacking each other until one dies. But it would still be retarded and unbalanced as fuck.
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Let's just imagine, for a moment, Wizardry or Might and Magic without dice rolls.
Combat would be 100% deterministic, wouldn't it? It's just maths, no more tactics, just maths, since you hit all the time and get hit all the time. A chance to miss would be randomness.
No randomness = no to hit chance = automatic hits = every attack hits = fixed damage because no randomness = mages who have low HP essentially die in a single round to archers.
Also, no randomness = no spells with a chance to be resisted = overpowered spells that usually take a will, fortitude, or reflex saving throw just auto-hit = overpowered spells are uncounterable.
Let's just imagine, for a moment, Wizardry or Might and Magic without dice rolls.
Combat would be 100% deterministic, wouldn't it? It's just maths, no more tactics, just maths, since you hit all the time and get hit all the time. A chance to miss would be randomness.
Just your party and enemies whacking each other with a fixed damage output and guaranteed hits. Yawn. Boring, since every encounter is pretty much certain whether it's a win or loss in round 1.
Now, even if you have a game that gives you more tactical options than the old blobbers did, you wouldn't want to cut out randomness. Let's take Baldur's Gate, or Temple of Elemental Evil. One is RtwP D&D based, the other turn based D&D based. You can walk your characters across the field, maneuver them, outflank the enemy, use AoE spells, etc etc etc. So it wouldn't just be two parties whacking each other until one dies. But it would still be retarded and unbalanced as fuck.
No randomness = no to hit chance = automatic hits = every attack hits = fixed damage because no randomness = mages who have low HP essentially die in a single round to archers.
Also, no randomness = no spells with a chance to be resisted = overpowered spells that usually take a will, fortitude, or reflex saving throw just auto-hit = overpowered spells are uncounterable.
Wow, fun.
Also, keep in mind that a lot of stuff that many RPGs have, from the classic blobber to the isometric RPG to the Diablo clone to the first person action RPG, relies on randomness being a factor. Critical hit chance. Chance to dodge or evade. Spell resist chance. Spell failure chance. Chance to interrupt a spell. Chance to get an attack of opportunity. In Diablo-clones especially, there tend to be a lot of items that give you a chance to cast a spell when you hit enemies with them, or that give you a chance to cast a spell when enemies hit you.
All of that would be gone.
Entire character builds, item sets, playstyles wouldn't be possible without at least minor elements of randomness in the game.
Remove randomness entirely from RPGs, and they're no longer RPGs.
Imagine it this way: now, instead of giving a hit chance, the to-hit bonus act as a percentage multiplier. So basically, if before the change you hit only on a 20, you now deal 5% damage per hit. Instead, if you before hit on 18+, now you deal 15% damage, and so on. This would, incidentally, also fix the uselessness of DR in D&D. Crits, instead, could be simulated by acting on a per-hit basis: a 20 crit could be simulated by having the 20-th hit deal crit damage, a 18-20 by having every seventh hit deal crit damage, and so on. This would make weapons such as scythes or other high-crit, low-crit-chance weapons actually reliable.
A different solution could be implemented for spells. Imagine, for example, that instead of saving throws, each creature has a will, reflex and fortitude 'resistance'. Every time a creature is hit by a spell that target that specific save, it gets a stack of 'virtual damage' against that save equal to the (old) spell save. Now, when the total 'virtual damage' against a save exceed the specific resistance, the spell has effect, and the resistance is reset. Now, once again, even this method has problems: you could target a enemy with a plethora of low-level, save-affecting spells, and then hit him with the specific effect you want him to be affected by when his virtual damage stack is nearly full.
Obviously, such a rpg wouldn't be a 'classic' as defined by Mondblut, but it nonetheless would be a rpg.
Also, the two examples that you made aren't exactly as right as they could be. If everything, the RNG of attacks make those examples two examples of unreliability. Low hp mages die, often, because they're targeted by a enemy and killed by a lucky hit or crit. Spells ARE overpowered because when you hit, you win the encounter on the spot. But this isn't a problem that is made or broken by the lack of RNG. This is a problem of D&D, since spells ARE overpowered, and monster damage has to be as high as possible because often they have 1-2 rounds of attack before a spell/crit hits them and instakills them.
The strength of the randomness is exactly the unpredicatability. The greatest fun moments in D&D are when you are in a hard fight and everything's falling apart because of bad luck, and then you manage to salvage the situation anyway through sheer tactical genius and inventiveness.
The strength of the randomness is exactly the unpredicatability. The greatest fun moments in D&D are when you are in a hard fight and everything's falling apart because of bad luck, and then you manage to salvage the situation anyway through sheer tactical genius and inventiveness.
*through sheer bit of luck
OK, so you tried your best but everything was falling apart, when out of a sudden you got a crucial and successfull roll, right? With RNG you could as well play like a dumm dumm, but thankfully you managed to get that bit of a luck to win this time. Even the best strategy and tactics can't save you from the bad roll, you know.
The strength of the randomness is exactly the unpredicatability. The greatest fun moments in D&D are when you are in a hard fight and everything's falling apart because of bad luck, and then you manage to salvage the situation anyway through sheer tactical genius and inventiveness.
*through sheer bit of luck
OK, so you tried your best but everything was falling apart, when out of a sudden you got a crucial and successfull roll, right? With RNG you could as well play like a dumm dumm, but thankfully you managed to get that bit of a luck to win this time. Even the best strategy and tactics can't save you from the bad roll, you know.
Having a bunch of backup plans, buffs, me having a very good fighter character who can reliably hit mid-level enemies even with low rolls, and using proper tactics (like taking out priority targets first, using area effect spells on groups, etc) helped more than sheer luck.
I recall fighting the troll, but I thought it was just a situation where if you had some certain weapon you won and if you did not you lost. But it has honestly been like 30 years since I played, I never played Zork for very long either, I was not that into it..Zork actually had two RPG-esque combats (troll and thief) where randomness affected the results. Though I agree with you that determinism would turn combat into a puzzle-like system where the only uncertainty lies in which choices will be made by your opponent.I think maybe they don't actually understand how computers or the combats systems work? I don't know. I don't get it. Combat in a game with no randomness is simply a puzzle with one solution. Its zork-- its an adventure game.
*through sheer bit of luck
OK, so you tried your best but everything was falling apart, when out of a sudden you got a crucial and successfull roll, right? With RNG you could as well play like a dumm dumm, but thankfully you managed to get that bit of a luck to win this time. Even the best strategy and tactics can't save you from the bad roll, you know.
Imagine that you're fighting a guy with the same HP as yours, both of you do the same amount of damage. You have 95% chance to hit the other guy 5%. 10 hits kill one of you. Now you miss the whole time with your mighty 95% and the other guy hits every time with his pathetic 5% . That kind of situation, as far as maths work, can occur. And the whole of your character building and planning has gone to shiet in such a humiliating way. That's rubbish for me.*through sheer bit of luck
OK, so you tried your best but everything was falling apart, when out of a sudden you got a crucial and successfull roll, right? With RNG you could as well play like a dumm dumm, but thankfully you managed to get that bit of a luck to win this time. Even the best strategy and tactics can't save you from the bad roll, you know.
Do you people believe that the die rolls live in vacuum? The statistics of your character help to push things in the direction they need to go. The better you are at something, the more likely you are to succeed. The way you guys talk, it all comes down to the dice, but that's really not true at all. Someone in with a +25 to spot something is consistently going to spot things much better than someone with a +2. And just because there's the rare occasion where the +2 person spots something the +25 missed doesn't mean the system doesn't work. Same is true with hit chances and saving throws, etc.
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