Dice rolls is what they're all about, sadly. This is fine in tabletop, where a failed roll can actually lead you somewhere potentially more interesting. But in videogames, failing a roll means fricking it up and having to reload and do it again.
How can you be into RPGs but not like RNG? "Randomness" is a layer of abstraction in the simulation of the game. RPG mechanics are all about abstraction. If you don't want that abstraction, you're literally asking for "just some action game".
Yeah. That's really all I was getting at when I made this thread.
Was playing through bug fables and I really like how consistent the numbers were throughout the game. All damage dealt/taken and healing were pretty much all guaranteed and how well you do wasn't heavily based on luck in that game but rather on how well you actually knew the enemies and mechanics.
Kinda just looking for similar types of experiences.
In Final Fantasy Tactics, the randomness is somewhat atypical. Units have compatibility based on birth dates. Units with good compat deal more damage and have higher hit rates for status effects(including up to 100%). Plus rear attacks ignore most forms of evasion, and there's a stat called faith that both improves your magical effectiveness and susceptibility.
IOW the game has randomness but a lot happens before battle starts.
That's even worse. Random damage doesn't matter much (unless it's low number and critical chance) but item drop is when the random makes it hard to get what you want
There actually is a way you can remove rng from drop rates and still have them drop different stuff.
Instead of making it a percentage chance to receive an item make it so you have to specifically
Take certain actions to get the item you want. Like you have to use a fire spell a certain number of times, you have to stagger the enemy a certain number of times, don't use items during the fight, or overkill the enemy by this amount.
Kinda like monster hunter and it's part breaking system but no rng behind that action.
Mechanicus actually has very little RNG because if the weapon is in range then you can hit it. There are abilities that introduce RNG like having 10% chance to dodge but most of the encounters are closer to puzzles than probability gamble
The elder scrolls: Skyrim
Dragon Age: Inquisition
Mass Effect: Andromeda
Op is a:homosexual
I'm asking about good games though.
No, you aren't.
Okay, now name some actual RPGs and not just some action games for casuals.
kys
Dice rolls is what they're all about, sadly. This is fine in tabletop, where a failed roll can actually lead you somewhere potentially more interesting. But in videogames, failing a roll means fricking it up and having to reload and do it again.
And then there's roguelikes where the point is to see how far you can get through the pixels this time before having to restart.
Chess.
parasite eve
Mario & Luigi RPGs
Labyrinth of Touhou 1 (A bug ironically results in evasion not functioning at all)
How can you be into RPGs but not like RNG? "Randomness" is a layer of abstraction in the simulation of the game. RPG mechanics are all about abstraction. If you don't want that abstraction, you're literally asking for "just some action game".
Playing devil's advocate, but maybe OP is just looking for some games without it for curiosity sake.
Yeah. That's really all I was getting at when I made this thread.
Was playing through bug fables and I really like how consistent the numbers were throughout the game. All damage dealt/taken and healing were pretty much all guaranteed and how well you do wasn't heavily based on luck in that game but rather on how well you actually knew the enemies and mechanics.
Kinda just looking for similar types of experiences.
paper mario
The Dungeon of Lulu Farea
In Final Fantasy Tactics, the randomness is somewhat atypical. Units have compatibility based on birth dates. Units with good compat deal more damage and have higher hit rates for status effects(including up to 100%). Plus rear attacks ignore most forms of evasion, and there's a stat called faith that both improves your magical effectiveness and susceptibility.
IOW the game has randomness but a lot happens before battle starts.
Paper Mario 1 and 2. There is no damage range or randomness to the damage you give and receive.
Only rng element is enemy item drops.
That's even worse. Random damage doesn't matter much (unless it's low number and critical chance) but item drop is when the random makes it hard to get what you want
What other option is there? Every enemy drops their rare item every time you fight them? Talk about clogged up inventory and making games easy.
I'm not sure, I just hate grinding for enemy drops for something, especially if I need it for say crafting
There actually is a way you can remove rng from drop rates and still have them drop different stuff.
Instead of making it a percentage chance to receive an item make it so you have to specifically
Take certain actions to get the item you want. Like you have to use a fire spell a certain number of times, you have to stagger the enemy a certain number of times, don't use items during the fight, or overkill the enemy by this amount.
Kinda like monster hunter and it's part breaking system but no rng behind that action.
Etrian Odyssey does this too. I think it's a good system because it makes material hunting more interactive.
If an enemy has a chance to drop a mushroom that is better than always dropping them or not at all.
Franken RPG is the only thing that comes to mind but it's honestly more of a short adventure game
Enemy only drop consumables in paper mario, stuff you can buy anyway
Helen's Mysterious Castle has 100% hit rate and absolute damage, defense and delay numbers for each ability with no RNG at all
What about enemy AI?
Souls
Mechanicus actually has very little RNG because if the weapon is in range then you can hit it. There are abilities that introduce RNG like having 10% chance to dodge but most of the encounters are closer to puzzles than probability gamble