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The Battle System I Wish RPGs Would Stop Using @ Sinister Design

by Dhruin, 2011-07-06 00:43:27

Craig Stern from Sinister Design (Telepath RPG: Servants of God) writes a lengthy piece about the shortcomings of D&D as a combat system, particularly for cRPGs. Here's a sample:

Reason 4: Mitigating factors in real-life D&D do not translate to computers

For the most part, D&D gets away with relying so heavily on die rolls because it is a role-playing game run by human beings. Players have the flexibility to improvise tactics during a play session—and, just as importantly, the ability to nag the Dungeon Master to fudge the dice in the name of a fun play experience.

If you are designing a computer game, there is no Dungeon Master to fudge the rules for you. There is only a program that is going to execute every line of code you enter with exacting literalness. You do not have the luxury of designing an arbitrary or unfair combat system. Any factors that are going to tilt combat in the players’ favor have to be coded into the game itself.

Unfortunately, most games that use an D&D-style combat system fail to give the player enough tactical options to manage the risks imposed by a highly randomized combat environment. They adopt the Thac0, the randomized damage and the saving throws, but then fail utterly to give the player more than a small handful of real tactical options. The player’s only friends become superior stats and superior loot.

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