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Real-time combat system - rpg

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28 comments, last by Paul Cunningham 23 years, 9 months ago
I''m thinking of having every enemy somehow different with exception to generic things like guards and animals. But the problem will lead to the player constantly loading and saving in order to avoid unnecessary loss becuase they might do something badly. So how do you have unpredicability without the constant loading and saving?

I guess you could readdress how loading and saving works but thats a patch for the game, which is not what i want.

I love Game Design and it loves me back.

Our Goal is "Fun"!
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Maybe you could balance the creatures, by giving each encounter a difficulty point value (also depending on their equipment). So that a medium diff. encounter might be ten points, which could "buy" a 1 orc (wimpy + dagger) 1 orc (wimpy + slingshot) 1 orc(trained + armour).

etc.
Thank you, thats a good idea

I love Game Design and it loves me back.

Our Goal is "Fun"!
I think if you really want to make tons of monsters, you have a very valid excuse to enhance the roleplay experience by having the player have to go and talk with specialists that would teach the player tips and tricks. "So you see, this is how you catch a rabbit" ...
Also, when I talk that some tactics/methods should be more effective against some enemie, I am also implying that this should work in a reverse way. That is, I don''t want to make enemies that are unvulnerable except for one spot (at the base of their heel, anyone ? )
OR, the monster is a VERY strong opponent, and then it becomes even more meaningful to know things about it. For instance, everybody knows that a basilisk is dangerous if you look at it, so it''s kinda fair to put such a dangerous monster.
But if you go for this kind of things, then don''t make random encouters. I am tired of walking across dungeons, *suddendly* meeting face to face with an ancient Black Dragon, or whatever ...
Just add more depth, more consistency. Why would there be wolves in this forest ? Because they don''t have food anywhere else. If there are so many, the vilalgers talk about them, and tell you that they are afraid of fire, and the elders tell you that in their time there was a sure way to frighten wolves away, etc ...

youpla :-P
-----------------------------Sancte Isidore ora pro nobis !
quote:
Also, when I talk that some tactics/methods should be more effective against some enemie, I am also implying that this should work in a reverse way. That is, I don''t want to make enemies that are unvulnerable except for one spot (at the base of their heel, anyone ? )

hahaaa This has a lot to do with what i''m thinking about as you''ve probably guessed.

The idea goes that if the player gets to caught up with killing everything that they come across then they will lose out on gaining valuable (not essential) information that will make them better at combat. Whether or not this "information" will be represented within the game (as a skill increase for example) or just straight out info that the player has to remember is something i''m still working out.

quote:

But if you go for this kind of things, then don''t make random encouters. I am tired of walking across dungeons, *suddendly* meeting face to face with an ancient Black Dragon, or whatever ...

I know exactly what you''re saying! Randomisation is a very dangerous tool and should be handled carefully. I''m planning that if there is any randomisation (which at course there will be) then it will be strictly controlled. Example: The goblin is weak so it shouldn''t have better weapons than the leader, but the group is big so not every enemy should have a weapon because they are living in spartan conditions but they are very tough because etc etc. I think when one uses any randomisations then the more (intelligent) conditions involved in those calculations the better.



I love Game Design and it loves me back.

Our Goal is "Fun"!
Two things which I HIGHLY recommend are

Redesigning RPGs for the new millenium by Warren Spector
-- this is an article in the game design features section of Gamasutra. Good discussion of many aspects of rpg design.


The Dungeon Master''s Guide (AD&D) this gives an interesting insight into how the rules of ad&d should be used flexibly to cater to the players ie. if they feel that they aren''t progressing fast enough xp wise, you can upgrade the amount that they get, or if they like slower progress then you can keep it low. How the rules are only there as a flexible storytelling/ dramatic / creative framework for the players and DM.

It gives decent rules for Monster generation, and the basics of what designates an encounter. ie. that there is possibility for a significant change in the state of the player (knowledge, health, money), depending on player actions, in a fair situation.
And quite a lot of other stuff.
PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE

*NOT* AD&D !

There are literally hundreds of RPG systems around, and AD&D is the only God damn system geek designers see mto have known since 1974.

I don''t care how much Gary Giga or his descendants have changed, I don''t care if they realised there mistakes, I don''t care if they made an actually good RPG.

Get out there, and discover what you have been missing, even if it''s to play the overhyped Vampire, play something else Gottverdom ! *AAAAAALL* the computer RPG I have seen since I know computers (which is around 12 years) have been based on AD&D (yes there are exception, name ten !, not including japanese RPGs) and those who didn''t knew AD&D inspired themselves from the games ... you get the idea.

So let''s start something new, for a change, and let''s not use, wait, I can say it : STR INT CON CHA WIS DEX (mmh, I forget some)...

PLEASE !

I''ll give you names if you want, I have tons of them ...

(If you want endless tables of encounters generator, try Rolemaster, the mother of all statisticians games ... )

PLEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASE !

But I know your soul is already sold to Gigax''s Master
There is no hope...
-----------------------------Sancte Isidore ora pro nobis !
Hehe. ahw, is that sarcasm? No, seriously the AD&D dungeon Master''s guide is pretty decent in terms of the game philosophy and player issues that it raises. The point is that it ISN''T about the RULES and TABLES that all these lazy designers seem to use ! It is about the concept of how the dungeon master manipulates the game, to make a game where everybody has fun.

I agree with you that the AD&D conversions, are crass ! These seem to be games made by / for the "Rules Lawyer" type of player, those who when adventuring read as many rules as possible and argue over whether this should happen (with the DM, and thus mucking up the game.)

$*%* it I want to play with a "cool" weapon (okay weapons aren''t cool in real life) in a game, not have to select the weapon which does the most damage fastest!

Also these roleplaying guides advise on techniques which are about not having to kill the entire goblin village to get the XP, if you persuade them to move away or even assassinate the leader you will get a very good amount of xp. In fights they advise that xp is only gained if the enemies are a significant threat to the players. (as opposed to killing 1 orc and getting lots of xp).
No I am not even being sarcastic (yeah I know, french people always are, but not this time).

I am sick and tired of AD&D in the computer industry.
They had **27** fucking years to improve, they better be good now !!! But the thing is that those tips you say are interesting (I am NOT denying that), they have been around for years and years, and there are full pages of this kind of stuff in a lot of other games.

I think it''s jsut a question of merchantil gravitational attraction. The more money you weight, the more you attract money. At some stage all other systems dissapear and you get a monolithic thing like the thing WoTC is. Yuuuurk.

For once, I think the "think different" bullshit IS the way to go.
-----------------------------Sancte Isidore ora pro nobis !
quote:
For once, I think the "think different" bullshit IS the way to go.

Ah, the tide has turned at last. Whoorrrhahaha

I''ve read the ad&d dm book and the players manual and i''ve got about 10 of the extra specialised books, plus the avatars book and then some and i think it''s all very repetitive. There''s only really one inspirational thing about d&d and that''s the thac0 idea, everything else in this system (from encumber to skills) is all based on logic that anyone could put together given a calculator But regardless, it is an interesting read but it can be TOO influencial if you know what i mean. Just makes it harder to think outside the box if you take it too seriously but it''s good with a pinch of salt.

Anyhow where were we now, umm, oh yeah. I had a look for the Warren Spector thing but they''d changed their passwords at Gama so i went to bed after requesting a new one. I''ll check it out this evening.



I love Game Design and it loves me back.

Our Goal is "Fun"!

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