dtgreene: One problem with these requirements is the ability score requirements, meaning that unless you plan for them at character creation time, you're not going to meet them at all. (Same problem that 2e dual-classing has.) Problem is that, while 3e does give stat increases, you only get 1 point every 4 levels, and the lack of a cap (as well as the lack of diminishing returns on points spent) strongly encourages these points to be spent to improve good stats rather than fix deficiencies in weaker stats. (I think I'd rather have a situation like Wizardry or Bard's Tale where everyone ends up with all 18s at a high enough level rather than the situation where stats end up becoming more lopsided at higher levels.)
Agreed.
I suspect that a lot of the satisfaction (delayed gratification) that I experience in (finally!) creating a great character derives from the consolation of thwarting the information asymmetry that so hampers the novice. Just as all games have secret knowledge, optimal stratagems, hidden weapons and power-ups,
etc., this is the format for D&D. The game is all about preparation: learning spells before being able to cast them and learning skills appropriate for solving the challenges ahead.
dtgreene: What I'm saying isn't that I'd like damage improvement in addition to accuracy improvement, but that I'd like damage improvement *instead* of accuracy improvement, like in Dragon Quest games and later Final Fantasy games. This way, attacks can have high accuracy in most situations while still allowing for improvement as characters level up.
In particular, I dislike the sort of combat where you constantly miss until the RNG decides that you should hit (or be hit and killed in one shot).
[…]
* Evasion isn't standard. In order to avoid an attack, a party member must either equip a shield or equip an item or ability that has evasion as a special ability (or be a Samurai, who gets an evasion ability innately). Enemies have an evade stat, but it's often 0.
* There are a few ways to improve accuracy: Some weapons, like knives and bows, ignore half the target's evasion. Also, some abilities, like the Archer's Aim ability, never miss. (Note that there's no attribute that improves accuracy or evasion.)
* Damage is weapon attack - target's defense, but is then multiplied by a value based off the attacker's stats and level.
* Stats are handled in an interesting way. Rather than remaining constant or growing, they're dependent on current job (and sometimes secondary ability) only (with some small equipment bonuses). HP and MP are derived stats that will change when your job or permanent level changes. (Note that this avoids the issue of some games where leveling up while in a certain job will give you better or worse stats than leveling up in a different job; FF3 is particularly guilty of this in regards to HP.)
It is a curiosity of our digital age that the one thing that computers are the worst at (RNG) is the one thing we seem obsessed with making them do for us.
As you say, the collision between defense and attack are the meat & potatoes of the (battle) game.
The D&D system has been distorted with epic levels, but has retained some modicum of reality with the 5% rule (epic fail / success on the natural roll of 1 / 20, icosohedrally.)
I like the job-dependent stat idea, but the devil is in the detail.
I think the GURPS system (
à la the
Fallout series) has handled the damage (-reduction) process quite well; different armour will grant varying damage reduction, which is only very basic in D&D,
e.g., scale mail prevents the crushing damage of chain mail.
I guess it's the old paradox: There was a horse that couldn't be rode, and a rider that couldn't be throw'd; or the impact of an unstoppable projectile and an immovable object.
We need a better mousetrap.
Magnitus: I had a hard time with AAA games (didn't matter who made them) which made me take a hiatus from gaming from around 2005 until around 2010.
They just all went for that big lush 3D experience which ended up kind of looking the same a lot of the time (yes, more detailed and realistic every year, but also kind of the same).
They spent so much energy and time trying to make it look real that they forgot to keep some energy for groundbreaking gameplay. While they were adding little things here and there, it mostly felt like all the gameplay innovation I had gotten used to in the 80s and 90s had come to an abrupt end.
Yes, games like
FTL and the sequel are a cool drink of water for those suffering from this. :)
I just bought
Into the Breach and have found it pretty addictive, so far. Back to the roots: simple game theory.