Aller au contenu

Photo

Please make this RPG again. Inventory and abilities.


  • Veuillez vous connecter pour répondre
127 réponses à ce sujet

#126
atlantico

atlantico
  • Members
  • 484 messages

Heh. I see it. If the system takes most role-playing off the table from the start, then the CRPG limits don't matter as much.

 

cRPGs is usually more limited than the p&p counterpart (depending on your DM one must hastily add), which isn't to say that's a bad thing, but yes, I think a system which reflects those limitations is a better choice for a cRPGs. 

 

Anyway, in fact I thought the compromise Bioware made to AD&D 2ed in Baldur's Gate was perfectly acceptable and I had no problems with it. Pretty elegant adoption of that system into a cRPG and I commend them for it.



#127
metatheurgist

metatheurgist
  • Members
  • 2 429 messages

Well, except for AD&D not having the non-weapon proficiencies you were specifically talking about.


Non-weapon proficiencies were introduced in the Dungeoneer's and Wilderness Survival Guide in AD&D.
 

Thinking about GURPS a bit more, I found myself imagining a better universe where CRPGs descended from GURPS rather than D&D, and all the design effort that went into inventory and loot went into implementing Advantages and Disadvantages instead.


Not a fan of Ads and DisAds personally. Everyone seems to end up taking the same ones. I prefer them for supers games. I'd also hate to have to be the programmer that had to code them all.

#128
Rawgrim

Rawgrim
  • Members
  • 11 529 messages

Well, except for AD&D not having the non-weapon proficiencies you were specifically talking about.

 

They did. AD&D was the edition that introduces those.