Gragt: You take the exemple of a game where combat is the most important point, which is very different from those where combat is one of the many options you could take.
Not really. I use turn-based, tactical combat as an example because even the most fanatical purist wouldn't be able to ignore the example by claiming it's not an element that belongs in a REAL RPG.
Take the forthcoming Age of Decadence. Everything we've heard of it indicates that it will offer plenty of solutions that don't involve combat. But it does feature in-depth turn-based combat as well, so the scenario I highlighted, where the player's skills are far more important than the characters' skills, should be entirely possible in the game.
Gragt: Just because you did not manage it doesn't mean it isn't possible. You can easily find guides describing how to use only one lockpick in the whole game by being careful, whatever your skill level.
Come on, people have been abusing RPG systems for as long as they've existed, this isn't anything new. I don't do that, because I try to actually... you know, *role play*.
Gragt: I also just remembered that you can get a unbreakable lockpick after doing a quest, effectively making the skill completely useless then.
That's questionable game design, but it doesn't go against any RPG-principles. There are no RPG rules which state that you may not be allowed access to overpowered equipment or rewarded with items which makes certain skills unneeded.
Zeewolf: Fair enough, though games like Oblivion and Mass Effect are basically on the same level as Gothic and Bloodlines in terms of how much importance they give player skills.
Gragt: Not really. On the combat side, Oblivion lets you hit the enemy each time you connect, with no risk of missing, which means that even if you do little damage per hit at low skill level, you can keep hitting until the enemy dies, and a higher skill level basically only reduces the number of hits you need to do to kill the same enemy, but Gothic mixes player skill and character skill, so at basic level your character is simply slow and clumsy with his weapon, and while you might be skilled enough to handle the character in this way and kill some enemies, you are still very vulnerable to stronger enemies or groups of weaker ones in addition to being unable to damage most of the powerful enemies at low skill.
Two things. First, realism is key for me. I don't want obvious "this is a game!"-elements in my games. If my sword hits my enemy, then it's a hit, period. Second, I would argue that combat in Gothic 3 demands more player-skills (as opposed to character-skills) than combat in Oblivion, due to the heavy focus on timing against certain enemies.
(I didn't think the boars could be that easily forgotten...)
Gragt: Bloodlines also uses a combat model where higher skill lets you do more damage, which isn't the most interesting model, but it should be noted that it greatly affect ranged weapons and their accuracy, and you can't really expect to easily kill powerful enemies with a low skill.
Bloodlines and Mass Effect are pretty similar in this respect. People who say Mass Effect isn't an RPG due to the combat mechanisms either misunderstood it totally, didn't play it or would also claim Bloodlines isn't an RPG due to the combat mechanisms. Which few of them do.
Granted, there's more focus on combat in Mass Effect, but then again there's quite a lot of focus on combat in Wizardry too and noone's claiming that's not a real RPG. And parts of Bloodlines were pretty damn combat-heavy as well. Esp. later on in the game.
Gragt: The meat of the game though isn't the combat, and there you skills simply tell you if you can pick a lock, convince someone, charm him, hack a computer, or not. If your character isn't competent enough, it just won't work, and two different character builds will play differently, unlike Oblivion where basically all classes are equaly competent at everything.
Again, the end of Bloodlines (the latest official version at least, no idea about these endless fan patches) was very combat-heavy. Good luck doing that with a character specialized in seducing people.
Classes should basically be left behind anyway. There's no reason why an arbitrary choice at the start of the game should limit my character's development. It's what happens during the game, not before, that's important.
Zeewolf: And in my opinion, player skills should play a major role in a CRPG. I don't care much for the dice or the random number generator. The control that in a P&P RPG is given to the dice should in a CRPG be given to me.
Gragt: Are you sure you don't want an action game with emphasis on the story instead?
Don't patronize me, I've been playing games (and RPGs) since the eighties, I work in the games business and I know perfectly well what I want.
I value player skills over randomness. It's pretty obvious to me that we don't need dice in CRPGs, as we've got actual gameplay mechanics that can take their place. Randomness is an empty, uninteresting and unsatisfying gameplay device.
Why is randomness better than player skills? Because that's how it was in the seventies when D&D was invented and we didn't have gaming computers? Or what?