While I agree that there should be a certain amount of freedom to role-play within combat, I do not agree that game balance should be ignored.
Modifié par arcelonious, 25 juin 2013 - 05:38 .
Modifié par arcelonious, 25 juin 2013 - 05:38 .
That's where we differ. I don't think roleplaying games are games at all.LinksOcarina wrote...
And I care about class balance in the game because it's just that, a game.
You just described the "right way" to do it, though. There shouldn't be just two or three ways to deal with a Rogue. There should be a vast array of options, some of which will work and some of which won't. But a character who wants to attack only at range shouldn't be prohibited from being a Warrior. By giving each class pre-set strengths and weaknesses, you're building the "right way" to play right into the mechanics.Class balance means there is no wrong way to play the game, vs a right way to do it. This sound's counter-intuitive but think about it for a second; if your class has strengths and weakness, you can exploit the other classes by preying on their weaknesses. A mage fighting a rogue can come up with two or three strategies in dealing with rogues, just as they can come up with strategies for dealing with mages and warriors in a combative situation.
I don't recognise the distinction. All decisions are roleplaying decisions, both in combat and out of combat.I am not talking about non-combat, because while that would be a nice option which I hope they add more of in future games, the class system is designed for RP-combat and ability scenarios; your shield rogue is an example of non-combat RPings I presume. Very rarely were traits like say cunning or intelligence, were used outside of combat. Now that is an easy fix by adding more outside parameters for the traits, but thats a different argument here. In terms of class-specific abilities and traits, it is all geared toward combat, and the restrictions allow balance between the classes so combat is not favored by one or the other
Modifié par Sylvius the Mad, 25 juin 2013 - 05:10 .
Sylvius the Mad wrote...
LinksOcarina wrote...
And I care about class balance in the game because it's just that, a game.
That's where we differ. I don't think roleplaying games are games at all.You just described the "right way" to do it, though. There shouldn't be just two or three ways to deal with a Rogue. There should be a vast array of options, some of which will work and some of which won't. But a character who wants to attack only at range shouldn't be prohibited from being a Warrior. By giving each class pre-set strengths and weaknesses, you're building the "right way" to play right into the mechanics.Class balance means there is no wrong way to play the game, vs a right way to do it. This sound's counter-intuitive but think about it for a second; if your class has strengths and weakness, you can exploit the other classes by preying on their weaknesses. A mage fighting a rogue can come up with two or three strategies in dealing with rogues, just as they can come up with strategies for dealing with mages and warriors in a combative situation.
I don't recognise the distinction. All decisions are roleplaying decisions, both in combat and out of combat.I am not talking about non-combat, because while that would be a nice option which I hope they add more of in future games, the class system is designed for RP-combat and ability scenarios; your shield rogue is an example of non-combat RPings I presume. Very rarely were traits like say cunning or intelligence, were used outside of combat. Now that is an easy fix by adding more outside parameters for the traits, but thats a different argument here. In terms of class-specific abilities and traits, it is all geared toward combat, and the restrictions allow balance between the classes so combat is not favored by one or the other
Do you not roleplay combat?
That's where we differ. I don't think roleplaying games are games at all.
The question is about how you choose what your character does in combat. Do you make those choices from his point of view, or from yours?LinksOcarina wrote...
In a tabletop sense, I do role-play combat in some respects, I describe what my character would do while in combat.
For a game, I don't do that because it doesn't fit. Its a dissonane between the game and RPing, something thats been in all video game RPGs save maybe Planescape Torment for some instances.
I'm talking about all roleplaying games, CRPGs included.you need to explain that one to me...are we talking about RPGs in general, or video game ones?
Sylvius the Mad wrote...
The question is about how you choose what your character does in combat. Do you make those choices from his point of view, or from yours?LinksOcarina wrote...
In a tabletop sense, I do role-play combat in some respects, I describe what my character would do while in combat.
For a game, I don't do that because it doesn't fit. Its a dissonane between the game and RPing, something thats been in all video game RPGs save maybe Planescape Torment for some instances.I'm talking about all roleplaying games, CRPGs included.you need to explain that one to me...are we talking about RPGs in general, or video game ones?
CRPGs are a subset of roleplaying games.
Because games challenge the player. Roleplaying is an activity, having more in common with stamp collecting than with games.LinksOcarina wrote...
You need to still explain that...why do you consider them to not be games?
Roleplaying, to me, involves perceiving the world through someone else's eyes. You see and interpret things differently from how you do it, instead perceiving things as your character would. So, even though you might do something different, and even though you might want your character to do something different, you have your character do what he would do, not what you would have him do.As to choices from point of view, my own. In a game I do that all the time and its designed for that to begin with.
Do you do that with the companion characters in combat as well?Sylvius the Mad wrote...
That's how I play combat.
So do you for instance decide to say not give any Entropy spells to Wynne because she wouldn't be the type to learn curses at the Circle or give Morrigan all shapeshifting spells even though they aren't really all that viable? Sounds like what I do.Sylvius the Mad wrote...
Of course. I see no other way to do it without damaging the coherence of the setting by inserting my own preferences.Enigmatick wrote...
Do you do that with the companion characters in combat as well?
Naturally, this means that I do exert some control over those characters' personalties from playthrough to playthrough, but since I maintain that all of the companions are player characters (merely pre-generated player characters) I don't mind doing this.
Ideally, though, I'd like the option to create the entire party myself.
Modifié par Enigmatick, 26 juin 2013 - 12:22 .
Specifically, no matter what I choose for each character I have to explain how that makes sense. If Morrigan doesn't choose shapeshifting, I need a reason for that. If Wynne becomes a Blood Mage, I need to reconcile that with her other behaviour (it makes her quite the hypocrite).Enigmatick wrote...
So do you for instance decide to say not give any Entropy spells to Wynne because she wouldn't be the type to learn curses at the Circle or give Morrigan all shapeshifting spells even though they aren't really all that viable? Sounds like what I do.
Project Eternity.I do wish they would have an option for creating party members that would at least allow for players who kill potential companions to not completely gimp themselves, I get that gimping themselves is the trade-off for getting to kill the character, but making an "adventurer hall" is a net positive imo
In combat, yes, but isn't that how it should be? Mages are feared in this setting for a reason.Bleachrude wrote...
Again, I'll point out the lifting of these restrictions tend to favour one class (mages) over another.
Simply put, if there are stat limited weapon/armour restrictions, you can NOT have a specialization like arcane warrior which makes a mockery of said restrictions.
Especially given that a warrior gains nothing from using a mage's weapons and armours.
JimmyRustles wrote...
Why do weapons have to be class specific?
Sylvius the Mad wrote...
Because games challenge the player. Roleplaying is an activity, having more in common with stamp collecting than with games.LinksOcarina wrote...
You need to still explain that...why do you consider them to not be games?
Roleplaying is something you do, not something you win.Roleplaying, to me, involves perceiving the world through someone else's eyes. You see and interpret things differently from how you do it, instead perceiving things as your character would. So, even though you might do something different, and even though you might want your character to do something different, you have your character do what he would do, not what you would have him do.As to choices from point of view, my own. In a game I do that all the time and its designed for that to begin with.
That's what I think roleplaying is. That's how I play conversations. That's how I play combat.
That all sounds very nice but DA:O didn't do that, did it? Rogues and Warriors were hardly differentiated at all. Most of the skills in DA:O were inextricably bound up with weapons, and as a result, Rogues got completely shorthanded. Not only did they have less skills than any other class, two-thirds of their abilities were co-opted by Warriors.philippe willaume wrote...
the mechanism of the class itself should provide the flavour and gaming differences needed for class differentiation.
by that I mean the way the skill, talents and perk and the way they sinergise in a sort of same class combo should be what makes the class difference.
Phil
Have they done this? Most (if not all) armour so far in the Dragon Age games has been stat-limited, rather than class-limited, hasn't it?Maria Caliban wrote...
1. Different armor selection.
Sylvius the Mad wrote...
Have they done this? Most (if not all) armour so far in the Dragon Age games has been stat-limited, rather than class-limited, hasn't it?Maria Caliban wrote...
1. Different armor selection.