dtgreene: It just gets ridiculous when the scale is so lopsided.
In Dragon Wars, for example, there's a combination of two items that allows a character to regularly deal 60+ damage, [...] in a game where you're likely to reach the end with less than 20 health, and strong enemies can routinely survive those amounts of damage,
BreOl72: I stand by my statement: the amount of damage dealt depends on the weapon used, and if your enemies can stand that amount of damage several times over, you should be glad that you can deal it out to them.
Question: what amount of HPs would you assign to me
(or any other real human being)? What damage would you assign to a real life hand grenade?
Tell you what: the numbers don't matter, because if I'd pull the safety pin from a hand grenade and then hold that grenade until it explodes - I'll be dead
(assuming, I'm not wearing by a "bomb suit", etc).
So - we are safe to assume, that the damage dealt by a hand grenade, is bigger than my HPs.
Now, let's further assume I am armed with several hand grenades, and stand against an opponent who is wearing a "bomb suit", (aka: EOD suit) . Can I kill him with my hand grenades? Should be doable, though probaly not with the first throw.
I think that's a situation, comparable to your example of having 20 HPs but dealing out 60+ damage.
That is a "realistic" scenario. Well, you know what I mean...as realistic as it gets in this context.
In Dragon Wars, a low magic spell cast by the player will do mare damage than the breath attack of a typical enemy dragon. Also, human enemies, even those that shouldn't be exceptional, still have higher HP than you do.
Or SaGa Frontier, where common enemies, even human enemies, can have more HP than you can possibly have (excluding a certain mage duel that is an exception to the rules, but even then I think the game needs special rules to handle that batttle, including the fact that loss of all HP isn't a defeat (but loss of all LP is)).
dtgreene: yet
an enemy breathing for 14 damage to the party could be a party wipe.
(Note that
the particular enemy that has a breath attack that powerful is an enemy you are meant not to be able to kill.)
Or SaGa Frontier 1, [...] when a party member is confused/charmed, you can get situations like this:
* Charmed party member uses DSC on another,
doing over 10,000 damage, which is rather excessive on a character with less than 1,000 HP.
* Confused party member using an attack like MegaWindBlast or MillionDollars on the party,
hitting everyone for 4 digit damage; that's an instant party wipe.
BreOl72: Honestly? Sounds more like bad design to me, and hasn't necessarily to do with the numbers used.
If a game that has such powerful spells, doesn't provide anything to the player to shield against them (
or against getting "charmed/confused" so easily in the first place), then the game sucks.
And then again: if I have 1000 HPs - it doesn't matter anymore whether I get wiped out with a 10.000 damage strike, or a 1.200 damage strike.
Dead is dead.
I think the lopsided HP scale is responsible here.
Let's consider a similar situation happening in a Dragon Quest game. A confused party member casts Explodet/Kaboom on the party, dealing around 140 damage to the party. This damage is enough to be significant when used against the enemy, but on the party, 140 damage, while significant, isn't instantly game-ending. Low HP characters might be at serious risk (particularly if they're already injured), but the spell is not going to wipe out the entire party. By having a (roughly) symmetrical HP scale, confusion is at least reasonable.
In SaGa Frontier, a confused enemy is basically no threat to the other enemies (unless it has a petrify or death attack), but a confused party member could wipe out the entire party.
By the way, one game that sort of does the reverse is Paladin's Quest, where your HP is significantly higher than the damage you deal and than the HP that normal enemies have. A confused party member isn't going to wipe out your party, for example. I think damage is about the same between party member and enemies in this game, but the HP difference allows normal enemies to be killed reasonably quickly without every single encounter being a fight for the party's lives. (With that said, the game's difficulty gets a bit high mid-game, then drops later on, then suddenly spikes right at the end boss, which is a poorly designed fight for different reasons.)