In Exile wrote...
The problem is that you can't have (IMO) non-turn based hex combat and then try and keep it purely dice driven. Once you allow things like free movement and real-time (but with pause) combat, you have to allow for some basic features of reality like collision detection.
Why?
I understand you're saying this is your opinion, but I don't understand why you need things like collision detection. Why can't it all be dice-driven? I don't see the connection you're making.
In Exile wrote...
I'm aware of what an RPG is. I'm saying that as a design choice, once you move away from turn-based hex and act as if what you see on the screen is what you get, it's rage-inducing to have dice rolls decide actions while the game pretends that you can control it in real-time.
You create an expectation that physical laws (which are intutiive to us) will be obeyed instead of approximations and then you violate that.
Okay, I see what you're saying. But if the rules are clearly laid out in the game's documentation, then there shouldn't be an expectation of some approximation of reality.
I don't think the problem you're describing actually exists.
In Exile wrote...
Personally, I'd go back to hex based and turn based combat. But I don't think I'll get my wish, so instead, I'd rather that physical distance matter, but the same rules apply to the PC and the NPCs. None of this 10,000 HP enemies and 100 HP PCs.
I agree entirely.
That Hawke does vastly more damage than an Ogre completely breaks the setting. This on its own is enough to ruin the game.
Modifié par Sylvius the Mad, 26 avril 2011 - 11:10 .