My Assistant
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May 3 2006, 03:11 PM
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#26
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
Drain is easy: when you cast a spell the system rolls your drain. If you fail to soak it all you take damage.
Edge is slightly more difficult because of some of it's retroactive uses. One way to do it would be to have it be something you trigger conditionally based on health of self, health of enemy, margin of failure, etc. Then also have a button for "use edge on next roll." |
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May 4 2006, 07:21 AM
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#27
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Yes, video game on paper. IME, you get that effect when you play d20 systems with players that know nothing else. See: M:tG, and how its designers, the same that work on d20, have created entire swaths of "roleplayers" that only care about how many effects they can stack onto one sword. I can't find a group of people that want to play D&D using the d20 system, and doesn't expect it to be "just like a video game". The VG aspect I'm talking about is the assumption that because there are 5k rules, you must use them all, all the time. You're supposed to boil the game down to "13+3-7+11/3*2+4", and somehow that's what constitutes "fun". IMO, in trying to cover all situations, they've ruined the feeling of flexibility (and therefore fun) that I look for in games. This has led me to have no small amount of disdain for the system, but I retain the (thus far misguided) notion that I'll someday play in a d20 game that doesn't have that feel. (Or at least, I tell myself that I'm holding out for that, so that I won't feel so bad for buying tons of the books while trying to make myself like it.) YMcertainlyV, I'm talking about me. |
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May 4 2006, 11:24 AM
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#28
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Target ![]() Group: Members Posts: 7 Joined: 1-May 06 Member No.: 8,515 |
Something else that came to my mind
An actual example for PnP conversion to a mmorpg is D&D online. I have not played it but as far as I read about it the gamerules are : - partly 1:1 converted from pnp - partly more or less drastic modifications of the pnp rules - partly completly left out - I do not know if they created new rules Is it a workable set of rules ? As far as i could read, yes the rules are working ( it is a playable game ) . Will everyone just complain about your holes and you'll ultimately fail to satisfy to the point of it hindering the final product? As far as I have read, some people are complaining others like it. Is the experience of D&D completely decoupled from its game mechanics ? At this point i express my opinion : If I want to play D&D then I want to play D&D including for example character alligment beeing meaningfull, caster characters beeing powerfull but limited cos of the need to memorize spells, npc using the same rules as player characters . In my view the experiance of a game is very close connected to the gamemechanics. I think it creates a very different feeling for a player if for example in D&D his wizzard cast a fireball spell at a group of goblins and annihilates them or if the the same wizzard casts the same spell at the same group but the rules are changed / modified and the goblins ( all goblins by default ) simply have more hitpoints and survive , other examples are that monsters in D&D online are modified to have resistances / high regeneration rate / additional abilities ( slimes beeing able to cast heal on themselfs) . As a conclusion I think gamerules are a very complex building, each part depending on each other, aiming for the result to create a specific atmosphere for a game. Changing, modifying or ignoring those rules will lead to a different result, the experiance will be different. This is not meant to be a comment about ddo beeing good or bad or fun to play or not. Finally I think that it is not a good idea to write D&D or Shadowrun on the box and then deliver something different.
Yes, I see this problem too, but as long as nobody forces a player to min/max it is a decission which only each player can make for himself. |
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May 4 2006, 02:32 PM
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#29
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 16,898 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I have no idea how anyone could consider that fun. I mean, there's nothing more complicated than basic arithmetic! To be fun, it needs at least some exponentiation, a few logarithms, and the summation of an infinite series. ~J |
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May 5 2006, 12:04 AM
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#30
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Moving Target ![]() ![]() Group: Members Posts: 207 Joined: 3-November 05 From: KCMO Member No.: 7,922 |
Personally I'd love to see somebody do for SR what Neverwinter did for D&D.
(No, I'm sorry. I didn't read the rest of the thread. I normally do, but I don't have enough computer programming knowledge in rl to follow the mechanics of what gets discussed. Sorry if I derailed the direction of the thread.) :D |
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May 5 2006, 12:14 AM
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#31
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
I thought that was just D&D 1st edition mentality, not video game mentality. |
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May 5 2006, 12:56 AM
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#32
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
Nah, that's just "VGoP" mentality. It has nothing to do with which game you're playing, only how you're playing it.
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