Bad design in RPGs

RPGs are my favorite type of games, but I'm struggling to find one that doesn't suffer from these basic flaws:

- Irrelevancy of stealth

You spend an hour creating your perfect stealth-based character, hoping to actually use him as intended. Then slowly, your disappointment rises as you discover that pickpocketing is useless (detected too easily and the stolen things are almost always shit), sneaking is also useless because even the weak monsters detect you. So much that, even for combat-challenged characters, it is the better choice for clearing a dungeon.

How to fix it? Make sneaking more effective - enemies don't have to instantly attack you the second they see something suspicious (like in Thief). Have more enemies with better items in their pockets.

- Irrelevancy of personal skills

Most RPGs have those, you know, skills for bartering or talking in general, but they never seem to do anything. Information simply is not that useful most of the time, and the price decreases are too small to matter, especially since money is easy to come by in most RPGs.

How to fix it: Have more important information to get from NPCs, allowing you to find hidden areas, for example. Be able to access items "from under the table" with a high bartering skill. Have less money available so that the price decreases actually matter.

- Too much melee focus:

This ties in to the others. Regardless of what kind of character you make, the game will likely become one of mostly combat sooner or later, so non-melee characters can be considered inferior.

How to fix it: Again, make stealth more effective. Hitman-style disguises could be used to infiltrate a dungeon or a mansion, to pretend to be one of them and get information or equipment. High persuasion skill could be used to convinve others to fight for you, or resolve fights diplomatically.

There's more but this post is already too long. Do you think the things I mentioned are truly flaws, and if so how would you fix them? Or maybe there is an RPG that doesn't have them?

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archive.is/ttEUN
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Play Age of Decadence OP. It sounds like it'd be right up your alley.

Nop OP, but just installed it. I hope you aren't shitting me.

Underrail does a lot of things like right, like being the only RPG that comes to mind which does stealth in an isometric RPG right, have all weapon skills be useful, although speech isn't all that important in Underrail since it's more of a dungeon crawler.

Is that the indie game that takes place in an alternate history rome/greece and the developer has a hardon for bullshit rng?

Also, I forgot perhaps the most important. In experience-based RPGs, you always earn it for killing people, but never through stealthing through a dungeon or pickpocketing someone. That's an even better proof for the supermacy of melee and irrelevancy of stealth.

Stealth requires good level design.
A warrior only needs a corridor to charge against the enemies and fuck them up.
A wizard only needs a big room to move around while casting.
Stealth requires enemy patrol routes, hiding spots, maybe even different heights on the dungeon. The devs get lazy and make the rogue classes warriors based in crits instead of raw damage and call it a day.

I've never played a RPG were melee wasn't gimped all to hell in favor of magic. did you mean just combat in general there?

It seems you never played skyrim. That's exactly a game where you levelup fast from stealthing and pickpocketing, and deal the most damage by stealth archery.

Can even go stealth with giant hammer.

seriously mate go play age of decadence and stick with it.

Actual fixes

actually design stealth right

stop making it a skill and make it a minigame

git gud/ add spells with actually useful effects ie teleport, sleep, spell armor that actually works, etc. Dark Messiah of Might and Magic did it right with the ice spell, which either froze or created a patch of very slippery ice depending on where the spell landed, rope arrows etc.

Did you play skyrim? That's probably the whole problem.

Eh, stealth in TES games has always been a pretty negligible skill. When it boils down to crouch-walking and shooting someone with an arrow over and over again it's hardly rewarding. I will say that it's somewhat better in Skyrim then in previous games in the series.

fuck no, minigames are trash. Just let the player barter with whoever they're buying/selling too. Higher levels mean they can squeeze more money out of vendors, and try to sell them items they normally wouldn't buy (within reason). Basically the Morrowind system with improvements.
Agree with this. The majority of spells in modern RPGs are really basic and boring as fuck.

Unless the game is about a thief, predator or some such shit it should be irrelevant. Hell, combat stealth shouldn't be a thing period.

Vague and loaded.

The fuck are you even talking about with this one? The best example I can thing of supporting this is Kotor and even then a lighting slinger or someone with a blaster repeater can work just as well as a lightsaberfag.


Are you underage, baiting or just a fucking moron?

All in all you're well on your way towards setting a new shit standard for "rpg threads" on Holla Forums. And that's bloody saying something considering how shit they already are.

AoD somehow manage to have worse combat than Fallout 1/2.

Video game "RPGs" are universally shit. The "genre" is a con to sell poorly done games to autists.

I want RPGs to understand the distinction between what's determined by character skill, and what is determined by player skill.

For example I swing a sword in the RPG, the character is the one doing the swinging, so it makes sense that the force at which the sword is swung is determined by the character's strength stat.

However, if I'm playing a first person game, the one aiming where the sword is swung me, so the accuracy of the sword would be determined by my own ability to aim with a mouse and not the character's stats. Though if you want to make it so that the character has a stat the determine how close to the crosshair the sword swing ends up being that's fine. But make sure that is visually represented in the game.

My main problem with when it comes to the character's mental stats. I'm the one who has been making all the character's decisions so by all accounts the character's intelligence should be determined by my own. It feels so disjointed when RPGs have moments when you can only make a certain decision or give a certain answer if your character's intelligence or wisdom stats are high enough. Why pretend that shit should matter when it clearly had no baring for anything else my character has been doing?

How about you stupid nerds go play tabletops and realize that video games are shit for actual RPG mechanics?
You can do everything the fuck you want in a D&D session and such.

What's the matter, afraid of dying via spaghettification as soon as the nearest neckbeard tries to talk to you?
Afraid of getting thrown out of the room and become the laughing stock of everyone when you roll a paladin and start screaming HEIL HITLER and DEUS VULT like the spastic little sperg that you are?

Your tabletop group is shit.

Then why can't you scream HEIL HITLER and DEUS VULT?

My dream game is an RPG that has top tier combat, top tier stealth and a unique magic system that requires memorization and dedication to become a grand master.

Smh tbh fam, I couldn't even take a look in the mirror again. Even bard and druid can be justified with muh munchkin, but this shit?

RPGs were concieved in 70s. It was always a team play experiance. So if one player created a sword specialist, other bow user, other a mage, then one created a thief/stealth character. It worked well, because everybody was important to game flow and you couldn't finish campaign without combined effort of everyone. Then, RPGs transitioned to vidya. At the begining it was good. Player got a team of characters, where everybody specialised in something. But game devs got this retarded idea of bosses which really became stupid. Don't take it wrong: boss is designed to check if player learned game mechanics. If done right it could really make game fun. But most devs treat them as a damage sponge. If boss is damage sponge, then every non fighting character is not an option for beating the game. I think that nowdays devs try not to go with bosses (since Deus Ex: HR shown how retarded is to force them on players) or limit their impact on gameplay. At least in wRPGs. Jap devs are bolted to their offices 24/7 and don't have time to play vidya (so they don't know new trends for at least a decade prior to their game release)

Seeing we've derailed as fuck I might as well ask you if you legitimately ever even played a proper, tabletop RPG? I'm quite serious, because in the last fifteen years or so 9/10 riddlefag tier encounters I witnessed ended up like your average random encounter would. With an XP tally and loot division

Really? Barebones dungeon crawlers were good at simulating group roleplaying and complex not damage spongy bosses?

This is cringe-tier bait. The definition of trying too hard.
Keep those standards low nigger.

Biggest mistake to ever happen to RPGs.

Few. WHFRP 1ed, Cyberpunki 2020, Call of Cthulu (always spell it wrong),AD&D. I remember in Cyberpunk when I used my reporter to make a story about cop who was interageting my team, cuz we killed this big wig lat game. Stary made the cop a bad guy, all media descended on him, he was fired, we were released. GM had to think other way around, because cop was intended as an important NPC.


First finals, fallouts or Baldur's Gate.

rtwp

Fuck me user, BG was in '98 and Fallout 1 in '97. That's hardly the beginning.

Tabletop (and a good DM) offer for a certain level of flexibility, and let's be honest, until AIs become a thing crpgs must remain either heavily railroaded or Skyrim shallow.

And speaking of pnp I remember fucking up what was supposed to be a long ass campaign by pulling "an alien" on a plot device dragon. Long story short it's amazing what you can get away with when you couple a short fused and hungry giant lizard with sequenced polymorph self: fire giant and a ton of resistances to acid and fire.

D&D, not even once. All D&Dfags are mentally ruined if they weren't retarded already before.

Like anything else it all depends on who you're playing with. Edition, setting and whether it's homebrew also matters a lot.

But let's assume you're not a shitbaiter; what core system would you recommend?

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RPGs not acting like RPGs.

That godawful unholy mix of real time and turn based that squeenix loves. This is the biggest sin RPGs ever committed
Either make it Real time action like Dragon's Dogma and the like or Turnbased like Dragon Quest or Fatlus Games dont go for that shitty inbetween

It doesn't help you're not telling us what kind of RPG you're talking about, since "RPG" can mean anything from Skyrim-tier stuff to turn based tactical games.

RPGs and especially JRPGs make me sick with their grind of trash encounters.
If I don't have to think and just press attack I may as well play cookie clicker or Hack'n'Slashes like Diablo that do the lootgrinding well.
Especially annoying in Tactical RPGs that are already slow to begin with. The biggest challenge becomes figuring out how to resolve the battle asap.

I've seen it all now.

I'm playing EO4 at the moment and as much as I'm enjoying it, having a significant portion of the game's difficulty tied to RNG is profoundly unfun at times.

do you mean the action bar, or the neverwinter nights thing?

action bar shit

well more like the shitty systems in later final fantasy games, like FF7

Again UnderRail in oddity mode.

1970's Role playing games: are for mentally ill faggots who like to LARP because they where born with a dick instead of a vagina and swingers who like watching their wives be fucked by other men.

early 80's RPG's: are for dateless nerds who will grow up to be accountants.

late 80's JRPG's: U RAF U RUSE CHING CHONG BING BOG! JAPAN SUPERIOR TO GAIJIN -t. white man

early 90's CRPG's: two half decent games and everyone sucks off Chris Avellone for life

late 90 until 2007: Pedophilic U RAF U RUSE CHING CHONG BING BOG with Pokemon meets Evangelion rip offs! JAPAN SUPERIOR TO GAIJIN -t. nu-male

2007 to CURRENT YEAR: are for mentally ill faggots who like to LARP because they where born with a dick instead of a vagina and swingers who like watching their wives be fucked by other men.

Just because Square Enix makes shitty one button combat system doesn't mean that it is inherently bad. What is true cancer is Bethesdrones saying that FO3 is better than FO1/2 due to having a real time combat system.

Unironically modded Oblivion.
Stealth can be difficult but rewarding since when list is deleveled most enemies will wreck your shit. Use your water arrows to unlit torches and climb whatever you can't pass. Also be careful because vampires and werewolves will SMELL you. You better be wearing light armor, the rattle can be heard too.
If you enjoy getting absolutely fucked by cutthroat merchants and scarce loot then you will enjoy this game once modded. Speechcraft will get you places since you can talk to npcs into companionship and marriage or simply become a good bard/beggar and get more coins from them without lowering your disposition much. Did I mention speechcraft allows you to be harder to recognise when you're disguised as another faction (guards, bandits…)
It's literally a game designed for stealth archers. Fear not. Magic is shitty, though mods add some spice to it.

Moddded Oblivion is awesome, mods fill it with secrets and random adventures. The only bad things about it is
You WILL have to mod the shit out of it. Spend time chasing away bugs and crashes. Not an easy task to do.

What bugs me the most is that I got memed into trying Skyrim because I was told that mods made it so much better but so far it's the blandest shit I've ever seen. Seriously, how did they manage to make combat so bad?

You can, my group does

Here's one

Did you just play VtMB?

You would like Sil. It's a roguelike that encourages alternative stealthy playstyles rather than killing everything that moves. For instance, you can beat the game as a stealthy pacifist that sings all of his foes to sleep.
The key is that the game gives you half of a monster's EXP just for seeing it, and the other half for defeating it. That way you can progress through the game even if you aren't killing anything.

The ideal would be for RPGs to learn from Dungeon Meshi and other good fantasy manga that aren't pure retarded powerlevels shonenshit. Good manga is rarely about nonstop action scenes and fighting. It's about problem solving, getting the cast out of difficult situations, and keikaku plans. Nobody wants to read about some JRPG characters spamming magic missile at a dragon for a whole chapter. They want to read about the ludicrously outmatched party, who could all be burnt to a crisp in an instant, coming up with a cunning plan to take out the dragon, screwing it up, then seizing an opportunity at the last minute. Nobody wants to read about some JRPG characters walking into the evil fortress and slaughtering everything. They want to read about the party studying maps and observing the bad guy's patrol routes so they can come up with a plan to sneak in undetected, then getting caught off guard and having to figure out something on the fly as the alarm bells are ringing.

To approach that kind of experience, I would do the following:
Ditch abstract turn-based battle systems for realtime positional ones. You simply cannot represent interesting situations in "random encounter space." FTL: Faster Than Light is a good model for this: combat and movement is like an RTS, but you can pause at any time with a press of the spacebar to assess your situation and issue orders en masse. Turn based roguelikes are, of course, a great and proven alternative system (in fact they often follow many of these design principles), but they do not scale to multi-character games.

Take the focus off of pure nonstop combat that forces every class to be a combat class with a gimmick. Navigating the environment, avoiding danger, and managing the party's health and supplies should be as important or more important than killing things.

Don't be afraid to make characters situationally useful. I don't want a thief that is useful because he deals sick DPS with his DEX build. I want a nimble but vulnerable thief that I can send off on his own to scout around and sneak into places. I don't want a wizard that spams magic missile all day. I want a wizard that can use his ice magic to freeze a river, or save the party with a well timed spell, but 99% of the time is a frail liability.

Provide meaningfully different playstyles and goals. A well rounded party should play very differently from a band of rogues.

Make combat more "human scale." You will have to think a lot harder if a single arrow can mortally wound your wizard. And in turn, taking out a villain can be a lot more interesting if you have the opportunity to assassinate him with single stab or poisoned drink.

Make encounters meaningfully different. The Monster Hunter games do this well, with monsters that each require a different strategy.

Ditch the "human battery" approach where everyone is a killing machine until they run out of MP and have to return to an inn. Place meaningful limitations on the efforts of characters that force you to plan and take things slowly. I've never played D&D but from what I understand it, the way it handles magic is a decent example of this. Magicians prepare spells ahead of time, of which they only get a limited number of uses per day. It's not the exact magic system I would prefer, but it's the kind of interesting limitation I can get behind.

A lot of these ideas are probably best experienced today in tabletop RPGs with a good DM (I've yet to do so, sadly), but I truly believe that you could achieve many of them in a computer RPG if developers were willing to think outside the box. All in all, my dream RPG is much closer to a sort of fantasy strategy game than a traditional levels-and-numbers-and-grindan RPG.

Good RPG Design:
Pen and Paper
Bad RPG Design:
CRPG/JRPG

If the whole point of an RPG is to have a dynamic DM, than why are we calling these video games rpgs? They're not RPGS at all. Baldurs gate? Nope. Goldbox stuff? Nope. Not even close to an rpg. Doesn't even have anything to do with RPGs.
The whole point is you use your imagination and riff off the DM and vice versa. If everything is preordained then it's bullshit and not an RPG. Branching paths don't mean shit and are an illusion.
There has never been a video game RPG. Ever.

I stop playing when the arrow, crossbow bolt, spear, etc disappears as soon as it hits the enemy.


Extra piss points if it appears in the wall or ground if you miss.

No its not.
RPGs are games designed around testing players at building characters through different interactions.

/thread


son you will never build any character if you remain a limp wristed nerd.

well video game playing, trap porn watching cuck boys don't want 3d women either.

Skyrim, Fallout 2 and 3, Baldur Gate 2, all Fable (but especialy the second one).Seriously, why so many devs think it's a good idea to have them in the game with high replayability?
How to fix it? Just don't make them or at least let's me reroll my character after them.

Nope. Not RPGs.

Role Playing Game
It isn't hard to understand. The problem with pen and paper/real people and dm VS a video game is that video games don't translate well with such a vast concept. As for games like Baldurs Gate, Jrpgs, and even games that try and mix it up (Dark Souls) I never go in expecting anything to be better then what I have run on a table as a DM. There are usually some interesting concepts, but the personal interactions, being a fucking human and reactions from playing a table top with real people will always out weigh a video game.
It goes the same with sports games and none Competitive video games. Why video games are so fucking shit now days is cause there is absolutey no risk anymore. It has killed almost EVERY genre of video games.

Another thing that is missing is there is no fucking emotional interaction or investment in anything anymore. When you character in said game dies it is either, quick save, reload or wait for 2-40 minutes. I ran a campaign that lasted over 5 months, and a player, out of many situations leading to an emotional event had to sacrifice himself for the group. I know it is just pen and papers and games, but a lot of ROLE PLAYING had to lead to that, with all the rng mechanics and world/character building in place.

That would never ever happen now adays. No risk vs rewards. So fundamentally most games let alone RPGS are shit now adays. Older games had that going for them, but even games like say Daggerfall or the sacred cow Morrowind you can just reload a quick save, which is ANTI roleplaying. Anyways this is way larger then I thought. I don't even play rpgs games anymore in the video game world cause pen and paper is better. Play games like Tetris, old Doom (with out quick saves mother fucker), chess with uni friends online and or WARBAND MOTHER FUCKER BUILD THAT EMPIRE! A.I also still sucks ass now adays too.

SORRY FOR WALL OF TEXT

I hope you enjoy being raped by niggers and mudslimes faggot

You know I surprised no one has never made a counter image with a dude holding a "Men want real women. Not cum guzzling, money wasting, feminists" sign.

post modlist faggot

RPGs in general were a mistake.

GURPS

the chick in the picture is not a feminist tho. I think she is a white nationalist.

Completely the opposite way. The dev was so insistent on going old school that failing to allocate your points to be precisely at the standard at the time you need to do a check can potentially fail your approach to the whole game. If anything, it's anti RNG.

Looks like a coal burner to be honest.

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Sure, keep telling yourself that.

You're probably having a giggle but GURPS can be very newbie-friendly if you're not playing with an autist DM that insists in using every rule in the book. I got a lot of friends into /tg/ through GURPS.

Sacred 1/2 had the best implementation of a trading skill I've seen to date.

The basic idea was that merchants would only offer basic crap most of the time, unless you got a high Bartering skill which would over time not only vastly improve prices, but also make them sell some of the best gear in the game.

Fuck off with your weak bait, Holla Forums
besides, I ain't even white

Long time I don't play Oblivion, but there's been a shitton of new mods since I last played it. It's amazing how active the modding community is after so long.

Oy gevalt! Don't you goyim know that no white women hold any traditional or right wing values at all? They're all leftist scum and you should avoid reproducing with them or you'll be cucked!
These two >>11419976 get it

Not with unilateral no fault divorce laws in force.

What the anons said. Stealth works really well in Underrail. You can set up massive ambushes and just watch shit unfold while you pick people off with your crossbow, if you git gud enough.

Real time with pause is probably the number 1 shittiest design in RPGs.

Great rebuttal.

Tell me, if you took out all the character progression and stat/equipment/ability/etc management from, say, D&D, and now every interaction in the game was decided by having players throw darts at a board, would the game still be an RPG? While your ability to play pretend in your story y'know all that fluff that has nothing to do with the actual fucking game is intact, now player success in the game is determined by how well they do at darts.

No, it would be role-playing. It wouldn't be a game at that point, but it wold be role-playing.

CRPG has no role-playing. Tabletop without any mechanics has no game. Tabletop with mechanics is a role-playing game. Easy logic.

An extremely good summation that strikes at the heart of what makes a great RPG. Fun characters, engaging stories and the possibility of what if I do this instead?.

I once ideaguy'd an RPG whereby all stats are stripped from the game, and characters are made by assigning traits - and nothing else - to them. You would basically just describe a character in vague-ish terms and the game would react to those traits. So you would have Vlad Thundercok, the who has the traits Really Fucking Cool, Big Dick, Thick as a Brick, and Shit Accent.

You then go through the game with Thundercok fucking your way through every social situation or charming your way through combat situations. Whatever it is that Thundercok is good at, according to his traits, he would be forced into doing. At this point - already - you could see how the same story could be experienced in incredibly different ways, at least according to the options afforded by the developers. The onus is then upon the developers to place many options (true options, not through the door or through the window tier garbage) with different effects, consequences, game overs, whatever. You could also see how focusing on characters and their abilities and limitations (as pure abstract booleans) would allow the developer to hide pieces of the story behind certain traits or combinations of them and certain scenarios. Timothy the accountant will never learn what a whore Miranda is, but you can bet Thundercok would figure it out.

And suddenly we have replayability. Weee.

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For fuck sakes im so sick of this shit, i dont give a rat ass if they'd use the same animations for axes/maces etc than with swords with perhaps just making them tiny bit slower BUT give me a fucking choice to be anything other than the generic Jerkwad McDipshit with his medieval swords forged over 9000 times!

But, ugh, like… I don't want to read this stupid stuff user.

Can't, like, ugh, I just get like, a couple lines of text to give me a vague idea of what my guy says so I don't have to read?

Like Mass Effect 3, I don't even have to choose options in that, that's, like, the best RPG evar!

Pedantic response.

Correct.

It is easy logic. And you're struggling to grasp it. Quite entertaining to watch.

The issue I find with RPGs most of the time is that asset creation for multiple paths and storylines that actually completely change based around your decisions is really fucking hard to do. And with games getting more and more expensive to make it seems like taking the time to create content players won't get to see on their first time is lauded as a no-no in all game development.

So you get this illusion of choice that means fuck all in RPGs, where your actions really have zero consequence and don't change anything outside of a couple cosmetic differences, if they can even be bothered to do that.

Some games manage to do this better than others, but still. I still wait for the day where an RPG can have wildly different branching paths at multiple crucial story sequences that result in more significant content other than a morality slider going one direction, a character mentioning that time I kicked a puppy or didn't, or a different ending slide with some text overlaid on top.

Some games have come close, but still, we're not there yet and I don't know if we ever will be.

Wow, user. A constant stream of rewards just for playing the game? You have to be a complete retard to stop playing.

By your logic "role playing game" is a genre that supersedes all other game genres simply by adding the aspect of playing pretend with minimal impact on the actual game. One could "role-play" while playing Cluedo, Risk, or fucking Monopoly and that would make the games RPGs. That logic also says that the actual game part of traditional RPGs has no actual genre when you remove the play-acting.

Your "logic" a shit, as is your understanding of game genres.

You have just described the FATE tabletop RPG system and it's completely free to download from the developers website but here they are. You should try it out. It has a lite version (Fate Accelerated) as well as a core rulebook, read the lite rules and see if you like what you see.

Characters are given some base stats but the rest of their abilities are described through Aspects, which are short phrases much like what you wrote that define who they are.

to be fair, this happens with tabletop fags all the time. Lots of "X is not a RPG" when X is played by a group of players with dice around a table where you pretend to be a character.
It's a little easier to classify games since Gone Home is definitely not a game (no gameplay), whereas "let's pretend" freeform roleplaying is still a game if there's a GM, the mechanics are just whatever he decides. (Not necessarily a good game, of course.)


I'm actually looking at trying to add in some FATE Aspect style play to a Neverwinter Nights campaign (since we run it with human DMs, that makes it a lot easier.). And yeah, Fate is pretty simple but it works really well.
I don't personally like Fate Accelerated (would rather run Fate 2e if I wanted a simpler tabletop game), but the way it handles approaches (I want to do a thing in a sneaky way, or a flashy way, or a brute force way) would work well for games.

Stealth was really, really good in Massive Chalice. Kind of broken to be honest, mostly because there was a stealth cloak for archers that you could research early on that literally let you stealth anywhere as long as you played by its normal mechanics (i.e. you can't stealth while seen and attacking/casting breaks it, also enemies getting too close breaks it). It wasn't worth upgrading to stronger armors until much, much later just because of how powerful that passive was.

The alternative is to keep track of a few important units. In RTSs at least individuals don't matter.

I really hate RPGs that are vague as fuck when it comes to what skills or stats do or just give out the wrong information regarding them.

Everything made by Bethesda past Morrowind.

Funny how I see so many people shitting on Japanese games in this thread, yet the only games I've ever played that break the above molds are Dragon's Dogma and Phantasy Star Online 2.

Define "RPG"

I utterly despise selifes, why can't these people get someone else to take a photo of them? Don't they have any friends?

the legend of zelda

what, do you have people take pictures of you?

This was a great thread last year tried to do just that.
archive.is/ttEUN
One of the more frequent definitions that came up was that they're games based on character progression and abstraction between player's skill and character skill.

At this point i'd rather just play age of empires and pretend it's an RPG

I don't want to sound self-aggrandizing, but this is exactly why I cannot stand playing fallout without maxed out int, chr, science, and speech.

So what you're saying is:
NUMBERS make an rpg
So I can say that. An ACTION ADVENTURE (Shadow of the colossus) an RPG (Final Fantasy X) and a SHOOTER (Uncharted) are different things?

It's not just about the numbers (as every game is made of numbers on a fundamental level), but what the game does with them and what it wants the player to do with. In RPGs, numbers would be used to represent attributes and abilities of the character and the player's job is to manage them properly and their progression in order to achieve success for the character's interactions.
Well aside from Uncharted itself being an action-adventure where it's action elements are that of a 3rd-person shooter, that would be a good distinction.
Are you just looking for an excuse to post more fit-girls?

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N-no… It would just be nice if we had a well defined medium that way we could maybe have better games.

That's a big gal.

The integration bosses can get pretty brutal

>tfw I can enjoy crpg and jrpg battle mechanics for different reasons while talking to my pathfinder group about the vidya I play

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Check those derivatives

I guess I could post one more fit girl. :^)

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There is literally nothing wrong with a calculator being a videogame

4th edition is D&D: We Want The WoW Audience. Pathfinder is Baby's First P&P

You should play Underrail user, it actually handles stealth really well and has none of the things you mentioned. Every build is viable unless you well and truly gimp it.

pls email [email protected]/* */ if you're a cat named sakamoto and want a cute furret to lick your paws
jó az

pls email [email protected]/* */ if you're a cat named sakamoto and want a cute furret to lick your paws
Yeah, we were practically building and programming our alliance team's robots right before the match, but we never had enough time to rectify all the problems

pls email [email protected]/* */ if you're a cat named sakamoto and want a cute furret to lick your paws
good list but replace ab soul with noname or something

MARK!

thanks Christ I thought I was the only one seeing it

It's in every thread on Holla Forums, probably the faggot who botted shit from /furry/.

He is hitting Holla Forums right now too. Holla Forums is fucked. Hotpocket is awol all the time.

So what's the goal of the faggot?

I played some half-improvised variety of DnD - it was fun. It was fantasy setting and I picked mage (they tend to be fun), but also decided I'd spice things up a little by making the character a greedy asshole. After a few instances of bad loot, the other players learned not to ever let me out of their sight when loot was being divved, lest they'd find out the big pile of gold they saw earlier was now, somehow, only half as big, and that having low health was a bad idea whenever near gold (I straight up went and mugged them, and if anybody else complained, I offered to split the spoils). This fucked with the melee characters hard - being a mage, I hardly ever got damaged thanks to being in the back lines, while they got all the punishment, and then had to take my abuse. While I spent money on better gear, they often spent more than half their loot on healing and potions. DM had to go in and nerf me like three times because of it.

I think the best moment was when we were on a mission to investigate some underground caves, said to house some beast, and given some sort of a rune stone to teleport us all back after we were done, so that we needn't walk so much. Being a mage, I was the only one who knew how to use that thing, so I naturally was the one to hold it. Then the fun started:
Good times.

Alexios we summon ye

Maybe he has cryptos he's going to die soon if you dont take him to the vet..

Well sorry im curious

Attentionwhoring and being a general nuisance?

But I might have something good to add about stealth in games or in general. So here goes:

Thiefkindstealth: Stealth is mostly about staying still, and listening. This is only fun for Thief game veterans. You really only move when you have a good solid model of what's going on around you. Getting that might take a while or you could manipulate it without being seen. This is why Thief2 had that mechanical eye. The most broken thing in the game, but broken in good way.

Now players want "stealth experience" not actual stealth. So now we have "see through walls vision" in all stealth games.

AD&D handles it by "spot hidden" or "search" checks. But the mechanics are so stiff that they don't really transfer to computer RPGs. Just look at NwN, any stealth, magical or skill based is useless in the first levels. But later it turns to game breaking madness (fun kind).

I have so much shit to say about stealth, that I might continue this rant, but we'll see.

haha
i wonder who made the thread

welcome back /rog/

NIGGER

I think he was talking more about gameplay aspects as opposed to appearance.

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How could I be cucked if I got no women? Checkmate

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No, the game is great.


I think people's opinions towards the game are going to do a complete 180 once the PC versions launches and people see how it actually plays.

The single player is still great, though.


It's very sixth gen, yeah. That's one of the reasons I like it so much.

That thing in turn based RPGs where you figure out a pattern and just spam that for the rest of the game. Where you've already got all the tactics down and battles become mindlessly throwing your numbers at the other guy's numbers. Just having a fight where you can lock down the enemy and eventually beat them isn't a bad thing in itself, but when that same tactic is used every fight it gets tedious.
I see it more in RPGMaker games. OFF is particularly bad at this, because the bosses have too much health. In AAA games Xenoblade did it a bit, but the QTE thing and visions make sure you can't just sleep through the fight.


The only tabletop group I know is full of hipsters who are doing university game design courses and follow every uni hipster game dev stereotype. Also I'm a loner by nature and I don't know any tabletop games that let me play with myself.

fellow loner here, here's what you do:


rifts isn't necessarily a good game - in fact, it's super long on rules - but it's an awesome rpg to start people on for a couple of really big reasons. for one, almost every character ends up being so over the top after gaining a few levels, so your sporty buddy who loves to win can roll a full conversion cyborg and enjoy punching people so hard that if they're not wearing special armour they will literally just explode into a red mist, or your ley-line walker shaman mystic mage type dude can pull literal demons from literal hell to do his bidding or whatever. also, rifts uses a percentile skill system, meaning that you might start with 40% in demolitions, and need to roll percentile dice under 40 to succeed. i love percentile systems because it means you can succeed or fail in more interesting ways. the setting is pretty cool too, in that you can have just plain ol' bandit-killing campaigns, or close the rifts and save the world, or ally with the weird aquatic splugorth cthulu dudes and enslave humanity or whatever

tl;dr i did it and you can too, and you'll have a pretty great time

You do realize you aren't baiting anyone, right? Saying something over and over again won't make it true. And you failed again.

I just wanted to see Ginrei in. She'd be Ikaruga's rival and I hope there won't be some stupid reason to hate her like Murakumo did.

This but only when I don't drive.

youtube.com/watch?v=Xzl51pUqqac
Get some taste.

youtu.be/nFmrzRUojS0

she is 28, also looks older than most major female vidya characters

When are they gonna make Super Metroid Ball? I wanna roll Samus through obstacle courses.