Actually the original intent of a crpg was as a simulation of the tabletop experience. The computer and game system acted as the DM with the game creating the character or characters.
. That is why most of the terminology, settings and game mechanics come from the P n P role playing systems. Many of the designers of crpgs have at one time or another been players of the P N P rpg systems from D & D to G.U.R.P.S.
The basic battle system in D & D came from the Chainmail rules. Chainmail was a fantasy miniature wargame. Since it roots were in a wargame and the battle system followed those rules death was permanent. D & D allowed for resurrection with the proper spell, scroll or item. Other rpgs did not.
If a character died in one of the P n P campaigns the player of that character re-rolled a new character and rejoined the party. The DM or group would decide if the new character came in at the same level as the old character or at a lower level. The new character would have the base equipment for the class. and have to journey to meet the party depending on the DM.
After joining the party the new character would receive the equipment of the old character unless the other members decided to split the items.
Since the rpg rules required sleeping, eating, inventory management and preparation so did the many of the crpgs.
The rpgs and crpgs appealed to a wide variety of people. Not just math and computer geeks.
Now if gamers wish to embrace more of what I call rpg-lite mechanics then that is fine. I will continue to present my points on what I think an crpg should encompass. The developers are free to listen or ignore.
That's quite a tangential rant. Even D&D stopped dealing with half the things you're talking about a while ago. Preparation, detailed inventory management, and long term wounds are gone and probably won't be coming back for 5.





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