The Reason This Game Is So Sloooooooow
Posted: Thu Apr 07, 2011 10:17 pm
Dice are a fun gamboling and gaming tool. They tend to be rooted in mathematics. In the short-term of one single roll, or 3 or 4 rolls they can produce hugely luck based results ranging from the dreaded Snake Eyes 1,1 to the grin enducing Double Six.
However, by the laws of arithmatic, over the course of 20 or 30+ rolls, the average will always be 7 or as close as makes no difference - or at least this will be the case barring one in a hundred examples of extreme good or bad lack.
Most gamers know this. D&D players most definately know this.
So, how did the developers manage to create a game based entirely and 100% on dicing theory and practice that does not obey the rules of any dice known to man (aside from the ol' loaded dice scenario, rather ironically practiced by a patron of the Welcome Wench).
Sometimes you just know things aren't right, even without looking at the stat details.
Well, my Elf Ranger (20 dex, Point Blank Shot, Precise Shot, classed in Archery, level 3 using a short-bow and normal arrows) was lucky enough to be able to take on a Bugbear one-on-one, and the stats were... astonishing.
The Bugbear was stating at an AC of just 13 to hit. That meant my ranger only needed to roll a 9 or better on a 20 sided dice to hit. That's a 60% chance to hit, ladies and gentleman. During the encounter he stunningly managed to miss 60% of the time - as if in a plane of reversal, through the looking glass.
Bad luck you might think? Maybe if the encounter was short, yes, but over 20 to 30 rounds? I think not.
Now, one can cope with one single encounter where this occurs, but I can absolutely guarentee that this has been the story of the entire adventure so far.
But the story and the problem does not end here, oh no, not by a long shot!
The Bugbear it turned out required approximately 24 HP to take it out the game. So, logically, that's going to be about 7 successful hits of a 1-6hd weapon (the average score of a 6 sided dice being 3.5 - not 3 as some might think, as the average falls between the lower and higher 3 numbers and is not simply one half of the highest number).
However, my ranger failed to EVER score more than a hit of 4 and only scored a hit of 4 ONCE. The VAST majority of rolls were for a hit of 1 point of damage. It ran something like this:
1, 2, 1, 1, 3, 1, 4, 1, 2, 1, 1, 3, 1, 2
As you can see, double the amount of hits it should have been taking.
Now, add that to the 40% hit rate instead of a 60% hit rate and you have my archer plugging away for 35 rounds at one single opponent of no great stature which, by correct D&D rules should only take 10-12 rounds.
Oh, and no, he never once got a critical.
Now expand this to the entire campaign and every character and you can see quite clearly where most of the negative feedback comes from, even from people who really like the attempt at strict adherence to the D&D ruleset combined with easily visible turn-based action (such as you see in the first Fallout game).
The problem is not that it *looks* slow - the problem is that it's *unjustifiably* slow.
And where this very definite problem ruins the game is at the point where you realise your character's life actually depends on you being able to *quickly* dispatch the oppositions superior numbers to get an even playing field before the HP gets to half-way down.
Because this game, like so many, uses the 'swarm' method of fighting - the bad guy's might be easy to beat, but with 3 or 4 of them getting a free swipe every round until you get the numbers down it doesn't matter how well built your guy is, he's still taking 4/20 chances of recieving a critical hit instead of just 1/20 (And the bad guys do seem to get the criticals a lot more regularly than our joes) then the main priority of any campaigner must be to find a way to reduce numbers *fast*. When even having ALL your team attacking ONE enemy fails to take a weakling down, even in TWO rounds, then something is most definitely *wrong*.
To conclude:
I find it hugely ironic that people praise this game because of it's 'hardcore' adherence to the ruleset, when, in reality, it's combat system is no more accurate or meaningful than any other RPG out there, and could even be considered one of the *least* D&D accurate RPG games ever made.
I can cope with slow, and the game still has the 'new stuff to look at' factor but, like Beyond Divinity, if I get any kind of glitch that hinders my progress permanently, I shant be rushing to find a resolution...
~~~~~~~~~~~~~~~~~
Ranty tag-line
However, by the laws of arithmatic, over the course of 20 or 30+ rolls, the average will always be 7 or as close as makes no difference - or at least this will be the case barring one in a hundred examples of extreme good or bad lack.
Most gamers know this. D&D players most definately know this.
So, how did the developers manage to create a game based entirely and 100% on dicing theory and practice that does not obey the rules of any dice known to man (aside from the ol' loaded dice scenario, rather ironically practiced by a patron of the Welcome Wench).
Sometimes you just know things aren't right, even without looking at the stat details.
Well, my Elf Ranger (20 dex, Point Blank Shot, Precise Shot, classed in Archery, level 3 using a short-bow and normal arrows) was lucky enough to be able to take on a Bugbear one-on-one, and the stats were... astonishing.
The Bugbear was stating at an AC of just 13 to hit. That meant my ranger only needed to roll a 9 or better on a 20 sided dice to hit. That's a 60% chance to hit, ladies and gentleman. During the encounter he stunningly managed to miss 60% of the time - as if in a plane of reversal, through the looking glass.
Bad luck you might think? Maybe if the encounter was short, yes, but over 20 to 30 rounds? I think not.
Now, one can cope with one single encounter where this occurs, but I can absolutely guarentee that this has been the story of the entire adventure so far.
But the story and the problem does not end here, oh no, not by a long shot!
The Bugbear it turned out required approximately 24 HP to take it out the game. So, logically, that's going to be about 7 successful hits of a 1-6hd weapon (the average score of a 6 sided dice being 3.5 - not 3 as some might think, as the average falls between the lower and higher 3 numbers and is not simply one half of the highest number).
However, my ranger failed to EVER score more than a hit of 4 and only scored a hit of 4 ONCE. The VAST majority of rolls were for a hit of 1 point of damage. It ran something like this:
1, 2, 1, 1, 3, 1, 4, 1, 2, 1, 1, 3, 1, 2
As you can see, double the amount of hits it should have been taking.
Now, add that to the 40% hit rate instead of a 60% hit rate and you have my archer plugging away for 35 rounds at one single opponent of no great stature which, by correct D&D rules should only take 10-12 rounds.
Oh, and no, he never once got a critical.
Now expand this to the entire campaign and every character and you can see quite clearly where most of the negative feedback comes from, even from people who really like the attempt at strict adherence to the D&D ruleset combined with easily visible turn-based action (such as you see in the first Fallout game).
The problem is not that it *looks* slow - the problem is that it's *unjustifiably* slow.
And where this very definite problem ruins the game is at the point where you realise your character's life actually depends on you being able to *quickly* dispatch the oppositions superior numbers to get an even playing field before the HP gets to half-way down.
Because this game, like so many, uses the 'swarm' method of fighting - the bad guy's might be easy to beat, but with 3 or 4 of them getting a free swipe every round until you get the numbers down it doesn't matter how well built your guy is, he's still taking 4/20 chances of recieving a critical hit instead of just 1/20 (And the bad guys do seem to get the criticals a lot more regularly than our joes) then the main priority of any campaigner must be to find a way to reduce numbers *fast*. When even having ALL your team attacking ONE enemy fails to take a weakling down, even in TWO rounds, then something is most definitely *wrong*.
To conclude:
I find it hugely ironic that people praise this game because of it's 'hardcore' adherence to the ruleset, when, in reality, it's combat system is no more accurate or meaningful than any other RPG out there, and could even be considered one of the *least* D&D accurate RPG games ever made.
I can cope with slow, and the game still has the 'new stuff to look at' factor but, like Beyond Divinity, if I get any kind of glitch that hinders my progress permanently, I shant be rushing to find a resolution...
~~~~~~~~~~~~~~~~~
Ranty tag-line