Poll: your fave style of character creation and leveling (rpg wise)

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JMeganSnow

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Aug 27, 2008
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Um, yes, that was rather my point . . . that it's not necessary to use the bizarre-on-its-face hit point system to have a fun system. Deadlands is awesome and you have no hit points. M&M is awesome (it's even a d20 system, so it plays just like D&D for the most part) yet it has no hit points. You don't need levels to have character advancement. You don't need magic armor or power armor or whatever in order to have cool stuff.

There are a lot more options out there than what we're used to seeing in computer games, and tabletop systems don't necessarily take best advantage of the medium because they either contain clunky elements that are unnecessary in a computer game or don't contain things that would work well in a computer game.
 

LucanDesmond

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Oct 19, 2008
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Ok, I've never played those games. Whats it like not having HP or something like it? How do you know how hurt you are?
 

SerialSade

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Oct 29, 2008
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While I love the D&D character creation idea, I know it just wouldn't be practical in a lot of games today. Tabletop games are so closed you can come up with back story that actually matters, but with MMO's now, there's no point.
Unless you're hardcore into those roleplay servers.
Still not the same though.

As for leveling systems. I do like WoW's quests when they're not just glorified skeleton grinds. But the grind isn't my thing. So I wish there were more involved quests, maybe even a linear storyline.
But alas, there are few things that are perfect. Sacrifices must be made!
 

CIA

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JMeganSnow said:
PedroSteckecilo said:
E
Never Winter Nights, or 3/3.5e DnD is what I find the most fun in an electronic medium, I love being able to switch classes onthe fly and learn 100 different abilities should I so desire. This puts it a step above KOTOR because I could be a Level 11 Fighter/Ranger/Rogue/Barbarian/Druid/Paladin/Monk/Sorceror/Wizard/Cleric/Bard if I REALLY wanted to.
You must not have played either NwN game that extensively. They capped you on four classes for NwN and three for NwN 2. It was REALLY annoying in NwN2 because I couldn't do my Rogue/Sorcerer/Arcane Archer/Dragon Disciple combo like I wanted to. Bard combo'd with Arcane Archer and Dragon Disciple pretty well, though.
You actually play something that contrived in a DND game? You must have the intelligence of Einstein and the patience of a Saint...and so must everyone you play with.

DnD is my fav by the way. Rouges ftw.

And about parrying an arrow I think there's a youtube video of a Kenjitsu master doing it.
*searches youtube*
Well I can't find it but I remember seeing it.
 

Freyar

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May 9, 2008
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Ronwue said:
I may not be the first one to say this, but both Baldur's Gate and Neverwinter Nights are supposed to be derived from the DnD style leveling. (You probably guessed by now which one is my favorite)
Not derived, they ARE. ;)
 

JMeganSnow

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Aug 27, 2008
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CIA said:
JMeganSnow said:
PedroSteckecilo said:
E
Never Winter Nights, or 3/3.5e DnD is what I find the most fun in an electronic medium, I love being able to switch classes onthe fly and learn 100 different abilities should I so desire. This puts it a step above KOTOR because I could be a Level 11 Fighter/Ranger/Rogue/Barbarian/Druid/Paladin/Monk/Sorceror/Wizard/Cleric/Bard if I REALLY wanted to.
You must not have played either NwN game that extensively. They capped you on four classes for NwN and three for NwN 2. It was REALLY annoying in NwN2 because I couldn't do my Rogue/Sorcerer/Arcane Archer/Dragon Disciple combo like I wanted to. Bard combo'd with Arcane Archer and Dragon Disciple pretty well, though.
You actually play something that contrived in a DND game? You must have the intelligence of Einstein and the patience of a Saint...and so must everyone you play with.

DnD is my fav by the way. Rouges ftw.

And about parrying an arrow I think there's a youtube video of a Kenjitsu master doing it.
*searches youtube*
Well I can't find it but I remember seeing it.
Heh, if you think that's bad, you should have seen my Rogue/Ranger/Barbarian/Ghostwalker character a while ago. It was surprisingly effective, esp. after my character got turned into a were-rat.

*Forcibly stops self from descending into bad gaming stories*

Ahem.
 

Altorin

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May 16, 2008
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bad gaming stories are truly my favorite part of any conversation

I have some doozies.
 

Arachon

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SPECIAL all the way... Really gives you the oppurtunity to play as anything, rather than the generic warrior/mage/rouge-types we see in many "class-based" RPGs
 

Kira042

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Unfortunately, I have yet to play fallout, so I am only passingly familiar with SPECIAL.
My favorite method of character advancement would be a pure point-buy system (similar to what SPECIAL seems to be, but without actual levels) for advancement, with subpools at creation, see White Wolf games for examples.
Rather than getting xp every time you kill Random Boar #4719, you only get xp for completing objectives and such. Gone is the grind and fight your way through enemies to get the 5xp each for killing them. Instead your stealthy rogue type gets the same xp for sneaking his way through the fortress as the huge warrior type gets for smashing things apart to reach the goal.
 

JMeganSnow

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LucanDesmond said:
Ok, I've never played those games. Whats it like not having HP or something like it? How do you know how hurt you are?
Well, in Deadlands when you hit someone you roll a d20 for "hit location" (head, left arm, right arm, chest, guts left leg, right leg IIRC) and you divide the damage done by 5 to determine how many "wounds" you take to that area. Each wound gives you a -1 penalty to all actions, up to a max of -5 in which case that part of your body is destroyed. If you have worse than a -2 wound anywhere, you are bleeding to death and start taking wind damage (which is kind of like a measure of how tired you are). Once you're out of wind, if you're still bleeding, you start taking wounds to the guts. 5 wounds to the head or the guts kills you outright, whereas wounds to the arms and legs won't kill you unless you bleed out. I know that sounds kind of complicated, but it goes a lot faster in combat and, yes, you can kill people with one hit. PC's get special bennies (poker chips, actually) that allow them to do things like re-roll dice or negate wounds. It works well, you just have to note how many wounds you have to various areas.

In Mutants and Masterminds, on the other hand, hit points are replaced by a fourth saving throw: Damage. When you get hit in combat you roll your damage save vs. the damage rating of the attack. If you make a DC of 15+the damage, you're fine, you shrugged it off. Then, there's a sliding scale for various degrees of failure, from being stunned for one round to actually being knocked unconscious. Also, every time you get hit and fail the save, you get a -1 penalty to all subsequent damage saves until you have a chance to rest and recuperate. Like Deadlands, you get bennies (hero points, in this case) which you can burn to do things like re-roll dice. In the base rules, there's actually no way to kill someone via damage, because M&M is supposed to be a four-color style superhero RPG, although you can adopt the "grim and gritty" rules for more Frank-Miller style play, in which case you can theoretically kill people in one hit.

I don't think either of these systems would be particularly well-suited to computer games either, though. What I'd really like to see is an entirely new approach that takes advantage of the things computers do better than human GMs, like track lots of data simultaneously. But then I'd also like to see CRPG's where each battle is a unique situation rather than just a lot of "Mobs X, Y, and Z charge you, take them down" over and over and over and over and where managing your character is more than just keeping your finger on the potion hotkey.
 

LucanDesmond

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@JMeganSnow

Kinda reminds me of White Wolf. Deadlands that is. Also, Fallout 3 is similar to that. You still have HP, but you have a separate status for each part of your body. Each limb, your torso and your head. If any of them are crippled you suffer pretty bad penalties. Arms crippled makes it almost impossible to aim or fight, legs crippled makes you move very slowly, head crippled make the screen move and blur, and I don't know what a crippled torso does since I never had it get crippled when I played it.

I don't think HP will ever go away. Most likely because of its simplicity. It may not be very realistic, but its VERY easy to follow, for anybody. I'm not saying I, or anyone else here, couldn't handle a more sophisticated or complicated system, just that there isn't really a point to making it more complicated. Games of all types are meant to be fun, first and foremost, and I don't find filling you Excel spreadsheets every time my character gets shot or stabbed to be fun. Like you said, it sounds more complicated that it is, and that's probably true, but it's still more complicated than HP. Once a game becomes any kind of work, I lose interest fast.