You are dragged around by the nose a bit and railroaded into situations a bit. If there is a cutsceen before a fight you do end up all grouped up. And sometime your game forces you to talk to these people (that you fully intend to kill) rather than giving you the opportunity to attack them. However that it a simplification inherent in the design I think, there is only one context sensitive action available against NPC at any one time. You don't have the opportunity to attack friendly (or "not yet aggressive") targets without talking to them, although often the first lines of dialog will allow you to simply attack...
I think this is a bit of a weakness in the system but does allow the conceptual "GM" to have more control of situations. The storyteller knows they will not have to deal with the outcome of the player doing some really off base because it is impossible for them to do so. The up side of this in a CRPG is that they can build a storger narrative. Having said that I agree the "force the entire party into the cutsceen thing" could be better implimented. I would note that abstractions should work both ways however and games which allowed you to perfectly pre-position you characters for the ultimate surprise attack before every encounter was not necessarily any more "realistic"...
I don't agree with most of the issues raised about the combat system and that you are outnumbered most of the time.That is simply the system they are using to tell a heroic story. I have some personal issues with any CRPG that levels up the world to match the player (in fact as old PnP RPG'er i have always harboured a dislike of level based systems anyway), however it is just a mechanisim to tell a story and maintain the level of challenge in this case.
I agree very storyly with the last point, it has always been a pet hate of mine in multiple genres that the equipment an enemy was attacking with a minute ago is suddenly no longer available to take. There are plenty of other mechanisims to deal with players getting uber rich at a point an inconvient point in a game.
I remember the good old days playing Shadowrun, we would take a guest GM by surprise when after defeating his carefully crafted bad guy we would drag to body off with us to butcher for all the "special" cyberware and sell it off for more cash than this adveture itself was going to pay out... Got to keep your GM on their toes...
Modifié par Bob the Insane, 16 novembre 2009 - 02:50 .





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