Along the lines of specific battle tactics, my current RPG/runeQuest
character, Bork! the Boar Slayer, has a height of 10, but a strength of 18,
so this past saturday when a form of amazonian viking warrioress entangled
him with a form of bull whip, it was easy enough for him to disentangle
himself/take the 'weapon' away from her.
This was also an implementation of specific battle/fighting tactics, and I
have quite a few weapons to choose from, and we definitely get to choose how
we want to take on opponents/other characters.
Think this sort of thing would be quite tricky to implement fully in a
computer game, but would be definitely a good/nice thing.
Stay well
Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, May 05, 2010 10:19 AM
Subject: Re: [Audyssey] Types of RPG Games
Hi Dark,
Oh, yeah. The combat system is definitely something I've been thinking
about as well. As you pointed out in table top rpg you often get a lot
more freedom in attacking an enemy such as hacking off an arm, leg,
head, or running it through the chest with your mighty sword, or you
can try and attack from behind. Entombed is the only game I know of
that gives you that kind of attack strategy and combat system.
With Sryth it is pretty much a you hit him he hits you type of battle.
That is definitely very boring and gets annoying after a while. I
definitely have no interest in having that kind of combat system in
the game. I think every character should be able to play to his/her
strengths and try and attack an enemy where it might do the most good.
The one thing Entombed has done has got me interested in developing a
combat system that is far beyond what Sryth etc provides.
Smile.
On 5/5/10, dark <d...@xgam.org> wrote:
I agree Tom, ---- but actually i think if the game had music, that would
change it significantly.
As I said in my artical, music can do a lot for the game, particularly if
it
is well written and well suted to each game environment, ---- eg,
different
towns, races or characters having different themes etc.
Myself I absolutely love exploration in game, exploration of a world and
it's history. I've certainly seen this in tabletop games but about the
only
online games I've seen such a world in are gamebook series like Project
Aon
or the Chronicles of arborell.
Sryth originally looked at providing that sort of content, ---- and
indeed i
was one of it's biggest fans, but frankly the gm has just got greedy.
Rather
than adding new areas, there are just increasing amounts of random events
and listing competitions, who's only purpose seems to me to be to get
people
to spend money on adventurer tocans to buy equipment. Nasty as it sounds,
I
actually believe the gm has gotten too greedy.
I fully agree on Kingdom of loathing. I've tried the game a good few
times,
sinse it is a very deep game, but I just can't be motivated to switch on
and
play in order to beat up monsters wielding toilet plungers, ----
particularly sinse the games' turn system means you only get a limited
amount of play time, and thus must play for a while and then go back.
One thing I will add though, is that I'm desperate for a game with
actually
interesting combat. This is imho one of Entombed's major strengths, it's
not
simply a case of "you hit it, it hits you"
I've seen hundreds of games with really detailed equipment, buff, and
skill
systems (not the least being core exiles), where essentially you spend
all
the stratogy in the preparation for battle, and none in the actual
battling.
Certainly in tabletop games there are more options open to the players
than
just hitting things. For example, in one session of mutants and
masterminds
we were fighting an undead villain who could breathe toxic gas.
My character, ---- Silver night, a super hero in a battle sute, being one
othe the group's main melee fighters obviously was in close combat. I
then
had the idea of smacking said villain in the chest and winding him, so
that
essentially he couldn't use his toxic breath!
It's this sort of thinking I'd really like to see in an rpg game, not
just
equipping up your character and hitting fight, ---- but actually taking
into
account who and what your fighting, and using your characters' abilities
to
overcome them reactively.
Imho this is one thing Entombed does exceptionally well, ---- though
there
is absolutely no reason this couldn't be done in text.
Beware the Grue!
Dark.
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