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OUR Doc - The future of RPGs

Started by August 27, 2000 05:58 AM
125 comments, last by dwarfsoft 24 years, 1 month ago
yep, thats it exactly.

Allow the flaming to begin
Conshape Electronic Arts
Knowledge is a skill.

Armour is passive

Knowledge of armour does not increase resistance

Knowledge of armour increases the ''parrying'' effect of the sword (or weapon, effectively).

Less knowledge also means quicker wear of armour...

Does that sum it up or have I missed something?

-Chris Bennett of Dwarfsoft - Site:"The Philosophers' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          
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one thing.. GURPS uses a system that decreases the caracter parameters when he HP is decresed.

result: who give the fist succefull hit wons the fight becouse even if the damaged caracter do a couter atack it will be not enogh to cause the same effect on the oponent.

i can´t explain how much this sucks. i don´t know anyone that uses this rule( well more than once...)

about the knowlege - armor.

well it can be true. unless that you can learn battle skills in a matrix like way, the only way to learn a battle skill is by hard training, wich make your muscles harder which decrease the damage to internal organs.

========
There´s no ugly woman
You that didn´t drink enough
A brazilian popular belief

Edited by - The Alchemist on October 15, 2000 9:01:20 AM
"Everything works out in the end, if it doesn't then it is not the end"
Yeah, that just reminded me. How many times in games like Diablo did you get right down to the last 1 (or even 10 or 20) hit points? OUt of 500+ hit points, that is fairly low. How efficiently did you still operate with respect to the efficiency that you operated when you had full hit points? 100%! Why? Because the system didn''t take into account that you could have severe wounds. This is another reason why I like location based damage. You can still function at optimum efficiency with 75% of wounds (by my reckoning) and at 50% you may reach optimum with a kick of adrenalin. If you got down to the 99% damage to health, you are likely to bleed to death while trying to crawl to the healer (which reminds me, wouldn''t it be cool if you could leave a trail of blood? ). That is what should happen, and so we should make it happen that way!

-Chris Bennett of Dwarfsoft - Site:"The Philosophers' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          
quote: Original post by DungeonMaster
Can knowledge be considered like a skill ? I know several game system that do so. I know they are two different things, but can''t you handle them in the same way


Making the generalisation between those two things is what makes most game systems suck, in my opinion. Knowledge under NO circumstance equals skill in any kind of physical activity. If you read 100 books on martial arts, how good would you be at karate? You''d still suck, if you hadn''t practiced. You''d know what to do, but not how to do it, which is just as useless as not knowing what to do.

Practice makes perfect, they say, and I agree.
There is a synergy between knowledge and skill, but this should not lead to the generalisation that they are the same thing, that will just lead to a confused and convoluted system where in the end nobody really knows what their characters are supposed to know or supposed to be good at.




People might not remember what you said, or what you did, but they will always remember how you made them feel.
~ (V)^|) |<é!t|-| ~
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.
The knowledge on armour also is about training with it though MKV. I think you are thinking that we say: "Armour can be handled correctly if you read this book!" wheras we are saying "with a bit of practice under a master, you will be able to use your armour more efficiently". It all goes with the training and experience scheme, because training is both theory and practice

But I think I know what you are saying... Is it that you wish the physical understanding of your skill to have a seperate attribute to your intellectual understanding? Different skills would need a different balance between the two. Solving puzzles might be simpler for someone with more intellectual understanding than physical, wheras swimming would require more of physical understanding, and martial arts would require a balance between the two.

-Chris Bennett of Dwarfsoft - Site:"The Philosophers' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          
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What I''m actually trying to say is that saying
"Hey, I''m good with this armour" is similar to saying "Hey, I''m good with this accelerator pedal". It''s a pointless statement. If you train under a master, you get better at a fighting style. Armour may be part of this style, because it affects your mobility. This is not "skill with this armour", it''s "skill when applying this fighting style".


People might not remember what you said, or what you did, but they will always remember how you made them feel.
~ (V)^|) |<é!t|-| ~
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.
Dwarfsoft can I mirror the doc on my site?

My Homepage
By that logic, you train with one type of armour and if you change it, you have to change your fighting style as your equipment is different. so skill level still comes into it.

Allow the flaming to begin
Conshape Electronic Arts
quote: Original post by crazy-vasey

Dwarfsoft can I mirror the doc on my site?

My Homepage


Yeah, sure c-v. It''s free and open-source.

As weird as this sounds, I am backing Fantasy Edge again. What I think it should be is Fighting_Style attribute being a combination of ''Weapon_Understand and Weapon_Physic'' and ''Armour_Understand and Armour_Physic''. This way, a new armour will hinder your fighting style whereas your known armour will help.

FE - isn''t it so weird that I am now agreeing with you so much? *wimper*

-Chris Bennett of Dwarfsoft - Site:"The Philosophers' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          

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