Desiderius
Found your egg, Robinett, you sneaky bastard
- Joined
- Jul 22, 2019
- Messages
- 14,841
More time for your greater skill to prevail over steep odds.
i hate most when shotgun to the face does less dmg than to the torso due to less pellets hitting their target
but low lethality can be fun due to 'war of attrition' type battles.
More time for your greater skill to prevail over steep odds.
It can be implemented by giving lots and lots of armor. For eg, on a AD&D game, I don't expect that a lv 15 half giant gladiator buffed with spells would be unable to OHK a goblin. But if a lv 4 fighter is trying to kill a death knight with unholy aura, buffed by stoneskin, mirror image and so on, he would take a very long time to kill the enemy death knight.
You can put heavy armor(historical), magic(fantasy) or deflector shields shields(sci fi) to make enemies take more time to die. But making a low level, unarmored goblin able to soak 3 shots of a arbalest is just ridiculous. BTW, Arbalests can kill big wild animals in a single shot IRL. Low lethality can be non immersion breakin when you have reasons that make sense in the fictional universe to why the enemy can soak so much damage.
PS : You are the unique guy that I saw praising SCL here.
Way to completely miss the ENTIRE fucking point.Yep. This is why Sword Coast LEgends is so good and Temple of Elemental Evil so bad /sarcasm
(...)
I play RPG's to get myself immersed into another fictional world and game mechanics should help with it(2e) not be a block in it(4e).
cRPGs can't accommodate anything that hasn't been explicitly defined. It just doesn't exist. Their rules are inherently closed-ended.
And save scumming is affecting you whether you want it or not.
Perhaps it would be possible to include de-spawn zones for enemies on big Cyceal styled maps?If only there were an existing table-top RPG with a morale system that could be adapted for the purposes of CRPGs.
Unfortunately programmers have to deal with questions like "What happens to the enemies after their morale fails?" which has answers that are more complicated than "you fight everyone until they're dead" unless you're making a game where the battle-space is separate from the exploration-space, in which case, it's pretty easy (but few wrpgs are made like that now).