DraQ
Arcane
*edits the OP*
If anything, this location-based damage scheme being supported here is funding a series of self-contained, purportedly interesting choose-your-own-adventure combat encounters by selling any sense of game world cohesiveness.
Lord Rocket said:Balls. It's predicated on the fact that HP attrition sucks and is boring, which it is. PnP games have had more interesting systems for years, pretty much since the hobby started (from my own post, Traveller 1977, Runequest 1978, Rolemaster 1980 - 82, although that began as an alternative combat system for AD&D).
Lord Rocket said:Plus, in case you haven't realised, HP-less does not mean 'realistic,' or 'simulation.' Assuming that it does is, to use your own words, supremely flawed. Perhaps you got confused when most people wanted greater lethality in their suggested systems?
Lord Rocket said:If anything, this location-based damage scheme being supported here is funding a series of self-contained, purportedly interesting choose-your-own-adventure combat encounters by selling any sense of game world cohesiveness.
Assume I don't know what the fuck you're talking about here, and explain yourself.
This.Lord Rocket said:Balls. It's predicated on the fact that HP attrition sucks and is boring, which it is.
Butthurt detected.Castanova said:Of course not but every suggestion in this thread for improving HP mechanics that I can remember came in the form of "increased" realism or at least de-abstraction.
If I want to just mow down hordes of foes I play Diablo or DOOM. Another problem with traditional RPGs and, especially, with cRPGs.Do you want to go through this process every time a level 1 bear stumbles by? Does this actually increase depth and challenge? Or is this a superficial change to the bear just having one set of hitpoints?
No shit, Sherlock? Considering HP is the ULTIMATE abstraction, this is hardly a surprise.Castanova said:Of course not but every suggestion in this thread for improving HP mechanics that I can remember came in the form of "increased" realism or at least de-abstraction.
The exact same argument also can be used against turn-based combat, and I don't know if you want this kind of shit on your hands.
No shit, Sherlock? Considering HP is the ULTIMATE abstraction, this is hardly a surprise.
stalin_brando said:- Damaged body parts have consequences - less abilty to walk, fight, whatever.
You won't twist out of this that easily.Castanova said:The exact same argument also can be used against turn-based combat, and I don't know if you want this kind of shit on your hands.
One on one turn based combat is almost always shit. In fact, I can't think of a single game where it's not shit
Epic Fail. This is RPG Codex, not Chess Codex.Castanova said:In Chess
DraQ said:Team or not, TB can be a real annoyance when combat is frequent enough - see Wizardry 8. If you argument that more detailed damage systems are bleh because they are annoying, same goes for TB.
DraQ said:Given that you made an implicit assumption that RPG must have tons of combat and mobs I can only draw a conclusion that the RPG of your dreams is Diablo, which is devoid of the annoyances of both, detailed damage system and TB combat, at which point I must kindly ask you to GTFO of this thread, or, indeed, out of the Codex.
DraQ said:Epic Fail. This is RPG Codex, not Chess Codex.
Unlike chess, RPGs aren't completely abstracted tactical games. Figures in chess bear little to no semblance to their real world namesakes, while in RPG a warrior is intended to represent some actual mean-intentioned fucker in mail/plate equipped with some pointy/blunt implement of destruction.
I thought it was quite fine in Fallout save for the hit and run off tactic. Although I do agree that in most RPGs overall, one on one combat is shit. Due to simplicity, including HP.Castanova said:One on one turn based combat is almost always shit. In fact, I can't think of a single game where it's not shit. Fallout, Planescape, Arcanum, all your holy games. Shit 1 on 1 combat.
Which goes to show how well you comprehend it. Hint - press shift+a, then Enter to switch to wrestling mode. Now you can do some more advanced stuff like grabbing and yanking away the enemy's weapon or strangling them to death.Castanova said:DF's system has been praised here but 99% of the charm stems from its nearly nonsensical, gory text descriptions. The combat itself is not an exercise in thought, it's an exercise in luck. DF gets off the hook so easily precisely because of its alpha status.
Bring on the RPGs with grappling systems where you can gouge out eyes and break arms. I'm pretty sure that'd be awesome. And fact is, I can barely play any other roguelike having played DF's adventure mode due to the combat system.Castanova said:Try putting that combat system in a complete game and see where it takes you.
Another assumption that RPG must be H&S slaughterfest. Would it not be better if combat was rare and meaningful?crufty said:sheer amount of monster deaths the player will be encountering.
Would it not be better if combat was rare and meaningful?
- complex simulation allows for emergent behaviour
A 1962 Surgeon General's study of gunshot wounds during WWII and the Korean War found that there are three effects of being shot: Death, Shock or Nothing. That's it. You simply die from the first bullet, go into shock and are out of combat, or nothing happens to you at all.
The Nothing category involves the bullet passing through the body without effect; the bullet striking the body and simply bouncing off (yeah, even largecaliber bullets); or wounds that don't immediately have an effect in the middle of combat but lead to complica, tions later - bleeding and infections, for example. What do hit points have to do with such effects?
What about sword fights? Although melee weapons offer a greater chance to wear an opponent down in the style of hit points, you're still looking for that one blow that overcomes your opponent's body she goes into shock or dies. It isn't that "cumulative" damage isn't sustained; a man might leave a sword figl-it with a broken arm and a punctured lung. But it's much closer to Pondsmith's quote above: until that one blow strikes home and takes a combatant out, no blow matters.
So why do roleplaying games have hit points? They're a rule carryover from wargames. Players used to command units of soldiers. As the units took damage, soldiers were removed from play. Continuous damage whittled down a unit's strength. But a unit of soldiers slowly losing strength is completely different from an individual slowly dying. Especially since, as noted above, individuals rarely die slowly from the effects of weapons.
If I understand people here correctly, I think it's kind of a mixing of sentiments. One one hand, people feel that RPG combat is generally tiresome. On the other hand, they feel that RPG combat systems are too simplistic (HP).
So why create a complex simulation of the body, when only one blow matters?