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FOR EXTREME RPGers
Posted: Wed Mar 09, 2005 8:33 pm
by Soulforged
I think that the time has come to say it. Some rules of Dungeons & Dragons are wrong, and this game also uses it. I don't know if i have the right to talk about this, but did anybody think for example on the combat system (that its wrong in all the games of RPG or not that i know): there is no point in increasing over and over the hitpoints, its better to increase the defense (as it increases when you are prestige class, every two levels) and the hitpoints will increse but at less rate and will drop the rate as the characters level up. This will result in realistic timed battles of one hit kill (specially if we talk about lightsabers) or 5-8 hits average like a maximum. And this will make every fight outnumbered a challenge at lower and medium levels, and the real tough fights will be tough, the one who has chosen better the feats (passive or action) and used better the magics\force power will be the winner. Also the level cap, there is no discussion at this matter, the level cap is nonsense. You will keep leveling until the hitpoints per level drop at something like 1 per 2 levels (that will control the massives hitpoints) while the defense and attack ratings will keep rasing forever as it should. But i talked too much already, somebody has to say something about it first.
Posted: Thu Mar 10, 2005 12:24 am
by Xandax
Well that is how the rules have been build, and I'm sure there are other more realistic rules, but face it - who wants to die in one hit and have to reload a game, simply because the opponent rolls a high (lucky) shot.
It would only cause annoyance and possible force people to give up the game.
As for levels, then I'm a strong opponent against high levels in games, because I feel it adds to much grinding and powergaming. L20 in the first game was plenty for me.
I find the D20 rules to give a good balance between "realisme" (as much as can be "expected" in a star wars computer game, where nothing is real) and the fun factor.
Now if you really want to start discussing the "mechanics" of the game, then I suggest looking more to the physics of the game - such as why on earth the character can't move over a 20cm. obstacle on the ground but has to go around it

?
Posted: Thu Mar 10, 2005 7:14 pm
by Soulforged
I really don't think that there is a point in discussing this (like Bioware or Obsidian, or even Wizards of the Coast were watching this) but i just expressed my opinion. Don't take this wrong man but is really desappointing that the only reply so far is the moderator, you know. As for what you said:
-The one hit death is not that easy as it seems. A strong armor or a high dexterity will make even more difficult to hit a character, plus the armor gained every two or three level ups. If you think it every death can't be a one hit. Take this for example the rules of D&D 3.5 says in the feat of devastating critical that a one hit critical can end and probably will end your life. That's what i'm talking about why wait until you are a "divinity" (more than level 20) to make the things as it has to be. The fight will be biger and more thrilling because of the missed hits and the weapons struggling. I was level 44 jedi Guardian/WMaster an easily i had a 50 in defense. That's not normal even Sion wouldn't hit me more than 3 or 4 times in all the fight. And i'm just talking about Kotor Universe inside the rules. If you want to make a realistic fight then vs. easy oponents (compared to your current level and attacking rate) the probably all of then have to die in a single stroke of a burning light saber, wich cuts flesh like butter. Is very simple indeed amplify the critical trait range to 10-20 and you would have massive criticals, but if you cannot hit your opponent when it has a very powerful defense then the real tough characters (again compared to your current level) will be hard to hit, so it will be compensated. If you don't have extreme dexterity or a real hard armor, plus a superior quickness in your movements you cannot survive a fight with multiple oponnents striking from every possible angle. This will make the things a lot easier for the dungeon master to create challenging scenarios, where you will have to use all elements, all party members, and much more thinking and battle strategy than just stand in front of every single fool that dare to stand a fight with you (the untouchble probably) and slay them one by one even if they are supposed to be tough opponents. It will not be frustrating in the begging because all this depends on the oponents posted by the dungeon master. I believe that the principal failing on the rules of D&D is the believe that increasing the hitpoints into huge ammounts will make the battle more difficult, when i can stand and hit every single blow with out failing and reducing the huge ammount of 1200 hitpoints to nothing in few seconds. I mean is it too difficult to think in another way around like incresing the armor instead. In resume a critical hit had to mean at least the reduction of a 3/4 of the total hitpoints or total hitpoints. I will not extend this for much longer because as i said there is no point.
When talked about leveling, i think that is a question of tastes, but think the cap is too much limiting. As you said the no-level-cap makes characters too overpawered, but as i write the hitpoints gained beyond a determinated level (to say somenthing 20) will decrease. If you say above that it will make it too overpowered then think on this you are surrounded by "powerful" opponnents you draw your sword and kill all of them in seconds being of the same level as you, at least you can take it 2 of them but to say 5 is too much, that's ovepowered. If you were the double of levels then it will be more fitting, more armor, more defense, more quickness. Besides this are fantasy worlds, and if even in the real world you have no visible limits of improving what about a fantasy one.
One more think to do this game more "realistic", take the opportunity attacks and plunge it into Kotor that is a step.