I might also point out this is something the better console rpgs do exceptionally well.

My brother has been extoling to me the virtues of the system in ff13, with different characters all learning the same skills but in slightly different ways, and being able to go at different speeds in battle depending upon who you control at one time.

For some reason though, this absolutely never! gets translated into brouser games, ---- they just work on an incredibly boring direct damage system of whack whack whack (in fact some games like Warriors 2 and the recently mentioned heroes of diernia make the hole thing automated!).

Interestingly enough, this is also something roguelikes like Angband pride themselves on, ---- an interesting and reactive combat system, indeed one stratogy guide I read on Anband recommended not fighting many sorts of monsters at all and sneaking round them instead.

Deffinately! I'd love to see a detailed system.

Beware the grue!

Dark.

Beware the Grue!

Dark.
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, May 05, 2010 9:19 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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