Posted December 13, 2020
I was referring to Mutants/Xmen...
rtcvb32: Anyways, both sets of rules after a bit follow a set of more or less mostly-realistic set of rules.
dtgreene: Personally, I think realism is over-rated, and what matters is what makes the game more fun. For example, it might be realistic for armor to lower your evasion, but in Final Fantasy 2 the penalty is so severe that it actually makes you more vulnerable, plus you also don't get to act before the enemy does, making things frustrating rather than fun. (On the other hand, shields making you act sooner in the round isn't particularly realistic, but that's how FF2 works.)
Also, I think having exotic growth systems that are neither realistic nor XP-based can be fun, particularly for more exotic character types. mmm... Reminds me of Linde Beige talking of D&D, how your AC goes up so you get hit less often, not that you deflect the hits, which is what mobility/dexterity is actually suppose to do.
I don't know. Gotta do really simple systems even if they aren't accurate, because if you get too complicated it slows it down or makes it hard to incorporate into a NES console. And in games with magic, you aren't trying to emulate real life, you just want to hit things and get that XP and gold...
jepsen1977: Just don't do what Morrowind did in the early stages of combat where you would be fighting a slow mudcrab and yet you would swing and miss, swing and miss, swing and miss, swing and miss, swing and miss swing and ....hit.
That was annoying.
dtgreene: Morrowind isn't the only game to do this.
Dungeons and Dragons did this, and many WRPGs, from Wizardry up to at least as recently Baldur's Gate (and I believe even Baldur's Gate 3), copied this feature. It is really something that should have died a long time ago, and something that JRPGs (except the first two Final Fantasy games, with FF2 being worse than FF1 at the start) did better. When most of your stats are in the 20's, literally convert that to 4/5 miss rate til your skills are higher. I don't think it's the high miss rate people really hate. It's the amount of time it takes and wastes. Instead of that might convert to 1/5th damage so you're always doing something. Sorta like how in Oblivion they removed miss chance and they removed spell failure, and instead it just costs more to cast and you can't get higher spells til you get those numbers ups.
But missing and it's your dice and it's your roll missing, vs not seeing the RNG, there's a disconnect there for sure. Though in 3.5 and up unless you min/max you're probably only getting a 50/50 to hit.
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Also, I think having exotic growth systems that are neither realistic nor XP-based can be fun, particularly for more exotic character types.
I don't know. Gotta do really simple systems even if they aren't accurate, because if you get too complicated it slows it down or makes it hard to incorporate into a NES console. And in games with magic, you aren't trying to emulate real life, you just want to hit things and get that XP and gold...
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That was annoying.
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Dungeons and Dragons did this, and many WRPGs, from Wizardry up to at least as recently Baldur's Gate (and I believe even Baldur's Gate 3), copied this feature. It is really something that should have died a long time ago, and something that JRPGs (except the first two Final Fantasy games, with FF2 being worse than FF1 at the start) did better.
But missing and it's your dice and it's your roll missing, vs not seeing the RNG, there's a disconnect there for sure. Though in 3.5 and up unless you min/max you're probably only getting a 50/50 to hit.
Post edited December 13, 2020 by rtcvb32