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Originally Posted by Forsety
Even completely naked with both characters wielding daggers or quarterstaves the mage character would never be able to kill the fighter before he explodes the mage into tiny little chunks of flesh, likely from a overkill critical hit. My point is that you overexaggerated a bit.
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Yeah, I did blow it out of proportion, but I really don't like that it's even a possibility. Between the buff warrior and a wizard, the fighter shouldn't even have to roll anything in my opinion.
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In a game like Oblivion this is a little more complicated, same for morrowind. [...] Still, it isn't a problem with die rolls, which is what you were insinuating but rather an issue with the way some games are set up.
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I should have been clearer that my dice complaint wasn't related to Oblivion, exactly. I was just trying to get across that dice aren't necessarily the best system for everything, much less a genre-defining mechanic, which Brady was suggesting. I was just exaggerating an example to show that dice aren't always the answer.
I agreed with Brady's review of Oblivion in that overall it has heavy action elements overall, but I think the combat does something right. In Baldur's Gate, for instance, if you have a tough monster, you tell your character to go attack it. What will happen is that they'll walk up to each other, stop, and start swinging their weapons. There's no movement, and if your character swings and misses, the animation will often go right through the monster.
In my opinion, a battle should be more chaotic and lively. Sure, you can use your imagination in table top games and interpret a miss as your sword being deflected by a shield or something, but you really shouldn't have to guess in a game.
That's what I like about Oblivion. The player is put on the same level as the character. If you see an enemy winding up for a power move, you can see that through the character's own eyes and dodge out of the way. No need to make a perception roll. You can spot when an enemy is recovering from a blow and then pummel them even further. No need to add a +2 to your attack roll since they're caught off guard. I think this kind of immersion is great, and similar ideas should be incorporated into future games. However, I definitely wouldn't want to have to micro-manage a party of six with a system like Oblivion's. Traditional dice rolls can stick around for that kind of game.
I'm sure that you could argue that you can't truly role play a character in an interface like Oblivion's, and that dice rolls are needed to represent the character's strengths and weaknesses, and to an extent it's true depending on the type of mechanic the game is going for. If dice rolls
must be used, I want to see everything clearly on the screen. I don't want little text messages popping up saying that I missed or whatever, and I don't want my swinging animation moving through an enemy just because my dice roll sucked.
Basically I think a video game RPG should be wholly different than a traditional table top game, but I guess others would disagree. There are a lot of rules and procedures that were created for table top games that simply don't need to exist in a modern video game. Some games like like Baldur's Gate or Neverwinter Nights pride themselves on being faithful to D&D rulesets, but I think there's definitely room for different kinds of RPGs that can expand and change the traditional mechanics of table top games.
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I think something of that calibur deserves it's own thread, rather than be minorly debated here in a thread where it's almost off-topic.
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Sure, I'll second that.
This thing is sticky, and I don't like it. I don't appreciate it.