Fallout: are the roots of classic RP completely extinct?

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Zannah

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bussinrounds said:
Funny, these sandbox action rpgs you love so much have incredibly mindless and boring gameplay, imo, compaired to tactical rpgs. Not to mention their dull and wooden characters, boring quests, and severe lack of monsters, spells, talents, character building, and content period.
So you're telling me that slow, clunky, mmo meets rts combat is somehow more immersive (since that's the point of an rpg) the physically dodging your enemies blows, and that pausing the game, zooming out, selecting a spell from a bar and clicking on an enemy, is somehow more immersive then drawing runes on the screen, to weave the spells you want to cast? Oh of course, I forgot, two extra pages of numbers magically enhance roleplaying, as long as you grinded enough exp to put points in enhanced roleplaying.

Don't get me wrong, tactical, chesslike gameplay can work (I adore the Heroes and the Disciples series respectively), but it has absolutely no business whatsoever, being in an rpg, and was only implemented in the first place, because processors couldn't handle fast combat back in the day.
 

Zannah

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bussinrounds said:
But to say that the party based tactical combat doesn't belong in a rpg is nonsense. After all the ORIGINAL rpg, D&D, is all about dice rolls and tactics.
Frankly - bullshit. D&D (and all pnp) is about getting together with your friends, immersing yourself in a different world, developing a story, in other words, and it might not be surprising, this ROLEPLAYING game is about playing a role. Who would have guessed.
The Dice rolls, are a system in place because it's necessary, and the less it is used, the better the overall play gets (In other words, the more people solve problems by playing through them rather then rolling dice until one side falls over)
 

sushkis2

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Also, I'd like to state an another point why i didn't like NV, if they were so focused to make great shooting mechanic (which worked out quite well), why there weren't so many things to shoot? It just doesnt feel very rewarding.
 

AlternatePFG

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sushkis2 said:
Also, I'd like to state an another point why i didn't like NV, if they were so focused to make great shooting mechanic (which worked out quite well), why there weren't so many things to shoot? It just doesnt feel very rewarding.
There's plenty of things to shoot. It's just that they gave you more options usually to choose not to just shoot things, and use skill checks instead. If you decided to solve your problems with bullets then there's plenty of combat.