SpaceKungFuMan said:
I think I know where you are going with this, so let me save you the trouble. It is true that in any action system which uses stats and player skill to determine combat outcomes, there is a threshold level of both which you must have to succeed, and you could design that system so that both are important.
More than important - indispensable.
An example of this would be Morrowind (which has lots of flaws, but imo actually got action combat somewhat right) where "to hit" is a two part concept, requiring (1) the player to aim the attack correctly and then (2) the character to have a successful roll.
Well, yeah, the implementation was crude and clunky, but the base idea behind it was spot on.
The problem is that even here, you have effectively changed what the character's stats mean. Instead of the character's dexterity meaning his chance to hit, it means his chance to hit when he happens to be facing the right direction, and its fine if you want to represent it that way, but the concept seems somewhat artificial and alien to me.
You can always use statistics to modify other stuff - for example agility can influence movement ability in general. It can also influence turning rate (but it requires some dissociation between turning and looking - it would pretty much feel like moving with different weapons in STALKER).
More importantly, it decreases the ability of stats to represent who the character is in the game world, relative to the NPCs who have their entire chance to hit resolved by stats, without this amorphous "ability to look."
But looking in proper direction doesn't require more skill than moving cursor over an object, especially when we're talking about melee - your opponent occupies most of the screen in such case so aiming and attacking is much less twitchy than, say, issuing attack commands in IE games without using active pause. In case of ranged weapon you can always implement optional autoaim or lock-on and *then* apply character skill - preferably as aiming error/fire cone mechanism rather than explicit to-hit roll.
Also, this ability to look is generally the same for both player and NPCs, there is no disparity here. In most isometric/overhead games there are also no stat-based differences in turning speed (though there might be size-based ones). If this lack of stat influence offends you, it can always be changed and stat based turning can be introduced as easily in a directly controlled FPP RPG as it can be in point and click isometric one.
There is also one definite advantage of this "turning ability" - it implicitly handles line of sight. In an overhead RPG line of sight is usually implemented using additional artificial mechanics like fog of war and facing tends to not be factored in (so all characters are essentially houseflies). Even in FPP TB rpgs using true gamespace rather than room-sized tiles (Wizardry 8) you can generally look around in any direction in between turns, even if you have no characters facing that way. That's not necessarily something that can be bypassed in any sensible manner, but if we criticize popamole camera cheat, why are we so lenient towards our RPGs that we expect to take actual character abilities much more seriously?
Also, in my experience, people seem to react negatively to lining up attacks properly and then seeing them miss in a way that they don't when they just click to target and the character misses.
That's not the problem with missing. That's problem with feedback. Swishing right through the guy as if he was thin air can be disconcerting even if you know and accept the to-hit mechanics. If you made Morrowind play Wiz8 style miss/dodge animations on miss, the problem would not exist (maybe make the actual anim depends on the part of the hitbox targetted) - notice how so many people complained about stat-dependent airsword but I don't recall anyone who would complain about their enemy blocking in the same, completely stat dependent way. That's because the game clearly relayed what was happening - the guy raised his shield and there was *CLANG* - no damage.
I think there are two counter arguments to this. First, all games require at least a modicum of player skill, since even in a turn based game you need to be able to manipulate the mouse. I think this is a straw man, since given enough time, even someone with poor motor skills should be able to make the right selection, but once time is a factor (even a modest factor) the player's manual dexterity becomes an issue.
How much of an issue? Because most arpg dexterity requirements are rather modest. If you don't suffer from Parkinson's or some other neurodegenerative disorder, chances are that you have all the dexterity you'll ever need for that and then some.
Second, you could argue (as you have) that turn based games require player skill too, its just a different kind of skill. I can't deny that, and won't even try, but please observe that twitch games require manual dexterity + mental skill, vs turn based games which only require mental skill. If the goal is to have the stats represent who the character is, then I think decreasing the amount of player skill involved by eliminating an entire category is superior.
And I think that's the crux of the fallacy here. As we have already established we can make both kinds of ability indispensable without any tradeoff. And we have also established that we won't succeed at removing player skill from the equation so why should we pursue this goal?
The old Codex motto was putting the "Role" back in RPG, not taking the "Game" out of it.
Sure, sometimes we may not want certain kinds of player skill to matter but it's usually a more case by case issue, often determined by the interface, not because they interfere with the character skill - for example having to manually click everyone to death with each character in Wizardry would be fucking hell.
The other counter argument is that games don't have to represent the character's mental abilities as a stat, in which case the player skill is the only thing involved, which gets rid of the "double to hit" problem in games like Morrowind. Of course, you can apply the argument to twitch games too, by getting rid of the to hit roll (which is exactly what they did in Oblivion) and then you can say "I hit based on player skill, and do damage based on character skill, so there is no harm to the usefulness of stats." I think that argument can make sense if the system is designed so that damage per attack is just as important as hitting, otherwise you can hit tons of times for little damage, thereby bypassing character skill.
I think I have explained why exactly oblivion's approach is beyond moronic in sufficient detail and enough times to not repeat it here.
Also, it's actually interesting that mental skill has always been the biggest offender to the RPGness of the game, as it cannot be effectively controlled. You can make character behave in a clumsy manner or weakly manner or any other manner if respective stats are low regardless of player's input, so potential cases of player skill overriding charcter skill can be easily eliminated here. Intelligence, however, cannot be easily bounded by character skill, because we have no formal way of determining if behaviour is intelligent - it's too context dependent.
In short, you can always prevent clumsy character from demonstrating feats of agility when controlled by a twitchmaster, but trying to prevent intelligent players from making their retarded characters behave like geniuses is a losing battle.
On the other hand, while you cannot prevent intelligent behaviour patterns, you can (and should) block certain inherently intelligent behaviour components (specific activities), and generally having a framework for determining how intelligent a character is is pretty damn useful and removing it would be a big loss.