quote: Original post by MadKeithV
Just take this observation:
the, currently, most advanced implementation of the D&D rules on the master-of-all-calculations, the Personal Computer, OMITS a lot of the rules that D&D has.
Maybe they didn''t omit enough of them. Or maybe the rules are just not suited for a PC game, and no subset of them will work properly.
As far as I understand it NWN is Real-Time game, which right there is hugely different from D&D. The old Gold Box games were pretty close to D&D I think, because they could model turns as actual turns. D&D is a turn based game, essentially.
quote:
This is how it can be leveraged - gradual advancement, a granularity that is a LOT finer than what pen-and-paper offer, a sense of continuity, and also, not abstracting things that should not be abstracted, just because they are "too hard to calculate".
I agree, but I would point out that "too hard to calculate" and "too confusing or non-obvious" to calculate are two different things. Forget the calculation, you have to be judicious about what should be included at all. If you want to include blood loss that''s great, but as the player I had better understand how it happens, what it does, if I am suffering from it and to what extent, how to correct it, how to avoid it the next time, etc. If I try to swing at a monster and my character is soaked in blood and sluggish and falling over and I miss that makes sense, obviously blood loss is hurting me. If the only indicator I have is that my energy bar is low and slowly draining, when I miss I will think the system is pretty haphazard.
What people need to realize is that in real life we have real feedback! If I talk to someone in real life it might very well be a mix of charisma, intelligence, looks, etc. But if the conversation does not go well generally I know why. Maybe a certain phrase I said turned them off, maybe they were obviously uninterested from the start - or maybe I could tell they were attracted to me but as the conversation went on I bored them. In a game if you fail your "charisma + intelligence + looks roll" how do you know why you just failed? Are you supposed to figure out that Elves don''t like how Dwarves look and that''s why that Elf didn''t talk to you?
What I am saying is that it isn''t enough that things have logical explanations. As a player I need to see the cause and effect, I have to have some idea of WHAT the explanations are. It isn''t enough to say "our system is very well thought out, trust us, everything happens for a reason." I have to have a pretty good idea of why things are happening to me, other than "I must have failed my intillegence + charisma + looks test."
It might make sense to you as a designer that if I get hit in the head with a club I am dizzy and miss more often. But unless you put little circling dizzy stars over my head when the club hits me I''m not going to know why I keep missing, and it is going to piss me off. As I pointed out above, in real life you KNOW exactly why you miss. Maybe they dodged, maybe you feel sluggish due to lack of food, maybe you are having trouble seeing - you can model those things if you want but you have to give the player good feedback, since they don''t get any natural feedback that they would in real life.