Jazz_
Arcane
I gave it a strong 5.
Therefore, PoE is better than BG because its more simulationist than the later.
Once again, I am truly sorry. You also belong to the "I use my own definitions of words" school of thought. I just didn't anticipate for this kind of multiclassing from you.Therefore, PoE is better than BG because its more simulationist than the later.
I said nothing as such you just quoted words out of context and came to this conclusion yourself so you can create an argument to make one-liners towards. I said abstracted as in there is as little variables as possible, because it was meant to be played with, guess what, a pen and a paper.
Once again, I am truly sorry. You also belong to the "I use my own definitions of words" school of thought. I just didn't anticipate for this kind of multiclassing from you.
Yes, that's the usual way of using the word abstraction in respects to RPG rule systems. Incidentally, it also what I'm saying. You are the one who claims that the IE's way of time keeping is an abstraction (or, rather, too much of an abstraction) because of 1 minute 'turns' and 10 second 'rounds' that works for everyone at the same time. I don't really disagree with your use of the word. I am merely saying its ironic that the issue of simulationism suddenly turned a 180 when compared to the discussions at the game's release and development. On the other hand, I do disagree with your notion that its "too much" of an abstraction. All RPGs make use of abstractions when its convenient and in particular respects to time keeping, most RPGs aren't really Action games.Once again, I am truly sorry. You also belong to the "I use my own definitions of words" school of thought. I just didn't anticipate for this kind of multiclassing from you.
Do you know what "abstract" means? Armour class is an abstract, it would be an impossible task to formulate the effect of an armour as there is just too many variables. So instead of trying to simulate a realistic combat with tangible variables that way too many, you abstract it to armour class as a linear calculation you can add in with a single number to a formula as to represent armour's abstract effect.
You are the one who claims that the IE's way of time keeping is an abstraction because of 1 minute 'turns' and 10 second 'rounds' that works for everyone at the same time. I don't really disagree with that notion. I am merely saying its ironic that the issue of simulationism suddenly turned a 180 when compared to the discussions at the game's release and development.
They actually do in PnP.because intelligence and wisdom do nothing if you aren't a caster and even when you are a caster all they do is allow spells
Armor class doesn't cap at 0 and even if it did, that wouldn't be a massive gain of time for anyone with enough brainpower to execute the 4 basic operations.Not to mention armour class itself is a very questionable abstract as it scales to a cap of 0 instead of being open-ended.
I thought dice could generate numbers randomly. Am I wrong?dice (understandably in a tabletop session as they don't have random number generators).
I don't know about you but I still think P&P, turn based CRPGs, RTSs, RTwP RPGs are all different experiences.Why not have it as turn-based game if you went so far to create a coherent round-system to integrate rules of a p&p system? It's just a completely questionable decision as turn-based P&P works just fine.
I don't know about you but I still think P&P, turn based CRPGs, RTSs, RTwP RPGs are all different experiences.
If? You don't play games for what they actually they offer?if I want to play a game for mechanics.
If? You don't play games for what they actually they offer?if I want to play a game for mechanics.
As an example I played PoE, New Vegas, Shadowrun, DO:S with similar mindset, even though they have completely different gameplay and mechanics.
It is also a very engaging system for a long tradition of great party based CRPGs that value tactical combat. Much of which is turn based.I am talking about IE engine games in particular. I have nothing against p&p or d&d, d&d ruleset is fairly good for a p&p session. Die are good random generators when you don't actually have a random generator (such as a computer).
Setting, writing and 'characters' are not game mechanics. They are narrative feedback which as of late has been common to all videogame genres. Odds are you refer to 'character development' as a concept in much the same way. In case you don't, yes, character development - as in building a character in respects to what choices the game actually allows you to make - is the bread and butter of an RPG. Which is likely to be in respects to your combat system.A RPG is mainly about playing a RPG, where setting, exploration, writing, characters, story and character development are the main elements and the type of combat only matters as far as to whether it's compatible with the character development of the game.
Yes, most people don't try playing go with the rules of squash. That's a very innovative stance.So going into a RPG with sole purpose of playing tactical combat, even though a game can be a RPG without having a real-time tactical combat, is not something I do.
"I don't like this game, make it more like games I like"
What is mindblowing is that you think that's a good defense of PoE, a game about and of tactical combat. Do you play on story mode, perchance? Did you even play PoE?So the whole argument boils down to fact that I do not find tactical combat to be an essential part of a RPG much less a focus. So it's irrelevant to be as a whole.
What is mindblowing is that you think that's a good defense of PoE, a game about and of tactical combat. Do you play on story mode, perchance?So the whole argument boils down to fact that I do not find tactical combat to be an essential part of a RPG much less a focus. So it's irrelevant to be as a whole.
I don't understand what is your argument here. Yes, PoE's mechanics are very much focused on tactical combat, doesn't mean that's what I play PoE for?
You play RPGs for things that most every game has and when people are discussing major aspects in which a game specializes in you put your fingers in your ear and say "this is boring, I don't play games like that". Got it.
You play RPGs for things that most every game has and when people are discussing major aspects in which a game specializes in you put your fingers in your ear and say "this is boring, I don't play games like that". Got it.
I don't understand why you can't understand the distinction between playing a game for its mechanics and playing a game regardless of its mechanics but still enjoying it. I enjoyed PoE combat, I found it strategical, satisfying and tactically challenging enough. The difference is I didn't play PoE with mechanics in mind. To give two solid examples, VTBM and PS:T are both very enjoyable games that have absolutely atrocious combat, doesn't make them bad because there is more to gameplay elements than just combat.
I am trying to tell you I don't know, fifth reiteration right now, I don't play RPGs for a specific type of combat, regardless of whether I enjoy the combat or not. This all started because of a reaction shitpost referring to the fact I don't play for tactics in particular, so rather than me putting my fingers in my ears and giving an excuse, it was more of "Why don't you play games for same reasons as I do".
Are you actually insane? Both of your examples make use of mechanics to tell a story. Because that's what a computer game is. Its not a writing exercise. Its not a book. Its not even some improvised theater that runs in your brain. There are stat checks in PS:T's dialogue or the first person exploration + Atmosphere from VTMB.I don't understand why you can't understand the distinction between playing a game for its mechanics and playing a game regardless of its mechanics but still enjoying it. I enjoyed PoE combat, I found it strategical, satisfying and tactically challenging enough. The difference is I didn't play PoE with mechanics in mind. To give two solid examples, VTBM and PS:T are both very enjoyable games that have absolutely atrocious combat, doesn't make them bad because there is more to gameplay elements than just combat.
That the value of a PS:T or a VTMB can be reduced to what you get to from watching some Youtube walkthrough of it.
I was so indifferent to combat itself, it was sufficient as a tool upon which the gameplay flows and that's all that matters to me when I am playing a RPG.
split-second tactical decisions aren't all there is to gameplay, in fact those for me feel more like a chore rather than gameplay.
So yes, as a core audience for pillars, my preference for a gameplay in a real-time RPG is it should focus least on tactics
Nobody can put words in your mouth. Nobody has to spin anything around. All I have to do is assume that you actually believe everything you say.Yes, PoE's mechanics are very much focused on tactical combat, doesn't mean that's what I play PoE for?
Yes, PoE's mechanics are very much focused on tactical combat, doesn't mean that's what I play PoE for? PoE could also be a game with turn-based combat or the combat could be one that is done automatically based on statistics of my party like CK2 "combat" is, it would make absolutely no difference to me, as it's not why I played PoE.
I cannot believe you wrote that entire analysis for something I explained myself last page.
Yes, most people draw a difference between Unreal Tournament and checkers. That's called reality. Be welcome my friend. I hope you can hold onto the light.Jesus Christ whatever man, PoE is trash game and only reason someone can play a game is if they specifically want to play around a particular type of mechanics.