>Do you mean for vidya or tabletop?
Both funny enough. 5e has been a fricking disaster of an edition and has invited the most lowest common denominator that wotc can abuse the frick out of the player base in ways that they simply couldn't with the old guard. It's why they even dared to do the OGL change, because they were banking on all the new blood being too fricking stupid to give a frick about what the old guard says
Nor should they. Tabletop RPGs are not video games where you have to chase the latest thing. If it works for your table then it simply works. After all, you're not really buying a complete product so much as the toolkit to make your own adventures with.
7 months ago
Anonymous
Not so much anymore, really. All those companies are trying to clamp down hard on house rules and enforce uniformity across the customer base.
7 months ago
Anonymous
In case of WotC it is because they really want to make D&D into a live service where D&D players would pay them monthly rent for their hobby.
>old guard is pretty shit customer demographic
It's a balancing act. Your old guard are your core consumer base. They're loyal. Want to know how badly you can frick up a transition? Look at the newest saint's Row. It was so bad it shut down the studio.
7 months ago
Anonymous
It's different in TTRPGs. Old guard has their B/X, AD&D, 3.5 or whatever else their eternal system of choice is.
They just want more supplements and content for those systems, which is at odds with corporations doing business, who want to expand their demographics and sell new editions. TTRPG oldgays started actively rejecting new things long ago. You could make the most based new D&D edition ever and most of them would never even consider buying it.
7 months ago
Anonymous
just release remasters for them every decade. you'll never recapture the magic of their youth anyways. let the core game move on
it's ez money and it helps the company and new players stay grounded
>5e has been a fricking disaster of an edition
I agree, fellow fa/tg/uy, but it certainly wasn't because of dice or rng mechanics: I'd argue it's impossible to find an actually successful TTRPG without any dice at all.
NTA, but well it certainly a difficulty to remove the dice, it certainly can be toned down. 3d6 for example, has a way higher curve towards an average roll than a d20.
7 months ago
Anonymous
How are criticals handled in a 3d6 system?
7 months ago
Anonymous
https://anydice.com/
most people I've seen use 16+ is crit if they roll 3d6 attack rolls. because on a d20, "at least 20" is 5%, and on 3d6, "at least 16" is ~4.6%. (and autohit only on 18.) see above website.
but if we're talking about 5e d&d, I wouldn't recommend using 3d6 for attack rolls and saving throws because it throws off a lot of balance stuff and makes AC stacking more effective than it otherwise would be. however, I have switched to 3d6 for ability checks in specific (not attack rolls or saving throws) and if can recommend that wholeheartedly
7 months ago
Anonymous
Thank you. I was sitting here mathing out what I thought might be the best way to handle it.
It's definitely not a perfect replacement, like you were implying, but there's something here that I like. I'm gonna try to use it in a game and see how it flows.
7 months ago
Anonymous
also why the frick is this graph in increments of 3.75
that;s so confusing
fa/tg/uys think that if it makes them seethe then that means it's a failure.
although, I suppose there is one objective metric by which 5e is doing much worse than its predecessors, which is the fact that they hardly publish any books compared to the old days and what they do publish tends to be kind of vague.
in the' 90s and '00s they published tons of books about settings and lore and shit like that. ostensibly they were supposed to help you run campaigns but a lot of people just enjoyed reading those books for their own sake. those people have good reason to be annoyed with 5e because wotc apparently doesn't give a shit about that kind of publishing anymore.
Lore rape reasons alone is enough in my book but we can get into the absolute dogshit design choices too like bounded accuracy. If you think something being a financial success means the product is good you can just kys for our sake
7 months ago
Anonymous
bounded accuracy (for attack rolls and saving throws) is a good idea
and so is concentration
7 months ago
Anonymous
>Lore rape reasons
lol
>absolute dogshit design choices too like bounded accuracy
Explain how you think this is "absolute dogshit" without sounding like a fricking sperg. I'm curious to hear this.
It's basically a watered down 3rd edition. I wouldn't call it bad, but it's very boring compared to previous editions and everything feels very "designed by committee."
Every Witcher was dice rolls disguised as action combat, except 1 wasn't really trying to hide it.
Ever wonder why you oneshot lv 5 drowners but lv 30 drowners backstep your every swing, even though your sword clearly went through them?
Arcanum didn't have random checks in dialogue, but it didn't show you what dialogue options actually come from attributes and abilities and lead to better outcomes, and player had to go with intuition.
>In dialogue? >Obsidian games
This depends, all of their D&D games have you roll for ability checks, while something like Fallout or Pillars of Eternity does not. >Arcanum
Does not roll for skill checks. >PST
This does roll for skill checks.
There are none. Even action RPGs tend to have dice rolls in the background for calculating damage, determining whether a hit is a hit/glancing blow/crit and so on.
There are a lot of games that don't use them for skill checks however, Fallout being of course the most notable example.
If the card comes into play immediately as it's drawn then yes, but if you have a hand or other way of storing cards then it's at least a bit more complex.
7 months ago
Anonymous
What your hand looks like is still random anon. You could simply roll 5 dice in advance and choose when to apply the roles.
Dice rolls are present in shit like bullet spreads and maybe even variation in damage values
7 months ago
Anonymous
Sometimes, not always. Either way, if you have a turn based game, everything will go as planned unless you add random elements.
7 months ago
Anonymous
Into the Breach and Militia 2 are good examples of great turn based games where there is zero RNG in combat and tactics, but there is still randomness in enemy placement and enemy spawns which is where emergent elements come in.
7 months ago
Anonymous
Didn't play Militia 2, but Into the Breach is basically a puzzle game, that wouldn't exactly translate to a typical adventure RPG.
To be fair this, even most tabletop games made by and for actual functioning human beings treat skills as something where having good skills mean automatic success on something that isn't actually hard. Rogue that can pick locks should be able to pick most locks without having to roll. Outside combat rolls should be reserved for low skilled/unskilled attempts and for remarkable feats of skill.
>Predictable outcomes make for boring gameplay >play fighting game >but sometimes you stop in the middle of a combo because your character got a cramp out of nowhere >play FPS >but the gun shoots around the guy you're shooting at instead of at the guy and then instead of throwing a grenade you drop it at your feet, randomly >play action game >but sometimes your character drops your weapon and refuses to attack because he got tired of killing >play platformer >but sometimes you trip for no reason >play racing game >but sometimes your steering controls get reversed because the driver failed a dexterity check >play ARPG >but sometimes your character just refuses to pick up loot because he's tired and teleports back to the city on his own
yeah, that would be fun
Key difference is you're not YOU in RPGs. You're supposed to inhabit a character with complex skills and abilities not necessarily possible to directly convey. Hence why they're governed via stats.
Those are all skill based games. They also have random elements either way, your opponents in fighter/fps games, enemy AI in others.
Now imagine an RPG where everything you try to do just works. How is that interesting?
you're assuming a maxed out character in all stats doing everything. if I have limited points, but max my strength, I shouldn't fail to move a small rock because I got a 1. and then be locked out of moving the rock again because of some arbitrary crap. what was the point of making a specialized character then? I should just minmax my path and savescum to move the rock.
7 months ago
Anonymous
>I shouldn't fail to move a small rock because I got a 1
critical fails on skills are a shitty bg3 homebrew
7 months ago
Anonymous
My group has been playing with crit successes and failures for years to great success. In my experience they are super rare. Not sure why it feels so common in bg3. Theyre also in the 5e book
7 months ago
Anonymous
Sure, that's just a matter of auto passing low skill req actions.
the opponent is a not random factor. they present with a level of skill, you meet it with your own. that's not chance moron.
Of course they are. Mind games are a thing for a reason. Two players of equally high skill don't just smash into each other until one of them makes a mistake, they try to trip each other up by doing unexpected shit.
7 months ago
Anonymous
OK but that still isn't random chance. and you can still fail on a 1 which is a 5% chance. also, mind games are not a "random factor". You're not guessing. you're taking input from factors, making a decision on what you see, then taking an action. the speed of these factors taking place, your perception, these are individualistic and owned. not random chance
7 months ago
Anonymous
crit fails are a bg3 homebrew thing, not an actual tabletop mechanic
7 months ago
Anonymous
I haven't played much DnD, but we've always had that rule. 1 crit fail, 20 crit success, no matter what you're rolling.
7 months ago
Anonymous
Yes, but botches have existed since forever.
7 months ago
Anonymous
From D&D Basic rulebook from 1980.
7 months ago
Anonymous
Lmao the very sentence preceding this is pic related.
Funny how homosexuals never post it.
7 months ago
Anonymous
Lmao the very sentence preceding this is pic related.
Funny how homosexuals never post it.
Actual problem is modern players are certain the DM won't kill their characters.
7 months ago
Anonymous
No, many times you are guessing, it's not all reaction. Your opponent has several options and you have to predict which one he'll choose or you'll be too late to counter it.
7 months ago
Anonymous
only in starcraft. and your reaction has to be executed well. you act as if you predict the mind game and win.
7 months ago
Anonymous
I had fighting games in mind actually. I didn't say prediction was enough to make you win, I'm saying the unpredictability of your opponent is a random factor. The gameplay in Starcraft nor Streetfighter is totally reactionary.
7 months ago
Anonymous
What system are you complaining about?
BG3 might have crit fail/success on skill checks, but the system it's based on (D&D 5e) actually doesn't, that's a houserule they added.
In fact I'm not aware of any TTRPG systems that have crits affecting skill checks.
7 months ago
Anonymous
BG3 has a lot of the really bad house rules people use. Honestly I was mind blown when a former 3E/3.5E designer told me at a con game that rules as written don't say nat 20s are auto success, just automatic crits. You can still fail the check or fail to match the AC in some scenarios but that's usually outside of the normal table's play range since ACs on average hang out around 15 to 17 for levels 5 to 10 even with AC boost spells and conditions.
7 months ago
Anonymous
Most things people hate about it, aside from autists who pretend RNG is bad, are later additions to the system by people who don't understand it.
Critical failures? Not a thing in actual D&D.
Critical successes? Barely a thing in actual D&D.
Social rolls? Only really for the original reaction. (although i've seen DMs do it when they're unsure how an NPC would react)
The old game doesn't even recommend you roll unless a competent adventurer would have a risk of failure doing what they're attempting.
You know very well why those are a thing.
7 months ago
Anonymous
The critical success/critical failure house rule has been around longer than critical role anon. You can find debates on critical success and critical failures going back to before the thief was even official.
outcomes make for boring gameplay >>play fighting game >>but sometimes you stop in the middle of a combo because your character got a cramp out of nowhere
You're a moron. In real life it'd be more like >play fighting game >but sometimes you stop in the middle of a combo because you fricked up your inputs or your opponent was a tad too far for the next link to connect
No, but that's all part of predictable outcomes, which is boring.
We're adding an unpredictable element, the cramp, to make gameplay exciting
7 months ago
Anonymous
You can't predict exactly where your opponent will be when you begin your combo. Sometimes you graze them, other times you hit a button too late. Consistency isn't a given in fightan and you'd acknowledge it too if you weren't a pedantic sperg splitting hairs.
7 months ago
Anonymous
>I need the constant threat of novelty and random circumstance to pay attention and care about the game
7 months ago
Anonymous
Here's what you don't understand: in a skill-based multiplayer game, where timing and precision are relevant when it comes to your inputs, you don't need mechanical RNG, because the other players are providing the unpredictability. Yes, you can learn to better predict what they're doing, but ultimately you can't read someone's mind, and they can decide to go complete off base.
But consider this for a moment: if fighting games didn't have multiplayer, and they just had you playing against the computer the entire time, would any sane individual play them? Of course not, because playing against the CPU is boring as shit.
RNG is meant to simulate that unpredictability in a turn-based situation. You miss, because the enemy moved in a way you weren't expecting, you hit because you correctly predicted the enemy, etc.
7 months ago
Anonymous
>RNG is meant to simulate that unpredictability in a turn-based situation.
RNG rolls feel less like simulating variance and more like "whoops, sorry, the computer decided to read your inputs and do an impossible parry no human could pull off. tough luck pal!"
7 months ago
Anonymous
>"whoops, sorry, the computer decided to read your inputs and do an impossible parry no human could pull off. tough luck pal!"
You mean, like something the computer actually does in a lot of games that don't rely on RNG?
Guess dice rolls are a very accurate representation then.
7 months ago
Anonymous
>Guess dice rolls are a very accurate representation then.
No, because people can't suddenly pull frame-perfect inputs and read your mind like the AI can on demand. Hence fighting game AI feels awful to play against.
7 months ago
Anonymous
>nobody fights the cpu
now you're being moronic for the sake of it. cpus are capable of acting in unpredictable ways, and when they can't, they get a mechanical advantage over the player. tell me you didn't learn to kill godlike bots in unreal without telling me you didn't kill godlike.
7 months ago
Anonymous
No they're not. They're bound to the system of their programming. Given enough time, you can perfectly predict the actions of CPU enemies. This is especially obvious in fighting games, because computers suck at them.
7 months ago
Anonymous
>if fighting games didn't have multiplayer, and they just had you playing against the computer the entire time, would any sane individual play them?
yes, they would. They, in fact, do.
The fun of fighting games isn't in the ability fight enemies you can't predict, it's mechanical execution. Mastering the mechanics, controling your frames, making the best use of your hitboxes, and utilizing them in a fight. Not to mention, you can control and limit any "unpredictable" outcomes through gameplay and react accordingly.
>>play fighting game >>but sometimes you stop in the middle of a combo because you fricked up your inputs or your opponent was a tad too far for the next link to connect
Those are still deterministic.
The game doesn't lie or obfuscate anything from you. You just didn't know that it's something that can happen in that situation. Should the exact same situation present itself it'll play out the exact same way if you do the same actions.
Actual RNG in fighting games is random stun values in SF2 or item throw characters etc.
That's not true at all. Since the 90s we've seen more and more so called "RPGs" with action combat, platforming and other shit that has nothing to do with simulationist game design. Actual dice and turn based RPGs, like gamebooks have been in a decline.
>dude, let's just remove all randomness from RPGs
That's how you get people like
That's not true at all. Since the 90s we've seen more and more so called "RPGs" with action combat, platforming and other shit that has nothing to do with simulationist game design. Actual dice and turn based RPGs, like gamebooks have been in a decline.
who immediately start screeching about something not being a real RPG. Funnily enough, this is the one time I actually agree with them. If you remove all randomness, you effectively end up with something that's either a visual novel, a moviegame, or an action game, not an RPG.
Dice rolls have been part of computer roleplaying since the very beginning around 1980 owing to it's origin as an adaption of the mechanical aspects of pen and paper games. Fricking zoomers.
yeah, that is why the absolute lowest state of RPGs was shit like andromeda, with all its granular rules and dice mechanics, and now the most celebrated RPG right now is DivOS3, which did away with all that.
It made sense for tabletop games and basic/turn-based vidya that lacked any further ability to recreate skill proficiencies, so I'll defend it there. Beyond that I pretty much agree with you, it's just a dev-crutch.
Yes, RNG does simulate reality. No matter what you bench, there is variability in the success of your efforts in any one benching session, for reasons you are unaware of.
if you had ever been to the gym once you would realize how fricking stupid this is. try going and seeing how successful you are under some real iron, pussy.
>bumbling idiot savant magically saves the day?
As if that never happens IRL. I've met some absolutely moronic successful people.
as for you, I'm nearing my limit and we've gotten nowhere. as is our way. I will say this. being lucky and being moronic is not real success. false dichotomy mostly equated with money. and you'll find that lots of those moronic wealthy people sold their souls for what they have. in a way, that's not luck.
7 months ago
Anonymous
>if you had ever been to the gym once you would realize how fricking stupid this is. try going and seeing how successful you are under some real iron, pussy.
So you're saying that every trip to the gym for you is the same?
7 months ago
Anonymous
variability in effort =/= uncontrolled outcome as a result of forces outside of my control. gravity is the same every day. 315lbs is 315lbs every day. and I bench 345 so yes, I am successful at it every. single. time.
7 months ago
Anonymous
>variability in effort =/= uncontrolled outcome as a result of forces outside of my control.
Which is why no action in any rpg is left up to a dice roll is it? Ever heard of a stat sheet? Dumb c**t. Do you even understand what the word variability means? >315lbs is 315lbs every day. and I bench 345 so yes, I am successful at it every. single. time.
It sounds like you aren't judging by your defensive attitude
7 months ago
Anonymous
if gravity was different on Tuesday as opposed to Friday, then yes, that would affect my performance and would be outside my control. if I go to the gym and fail to bench the bar because of gravity, that's not my fault. its a shame we're on Ganker and I can't drag you to the gym to watch a real man move real weight. please continue to cope and convince yourself I'm lying and that I wouldn't embarrass you by virtue of just standing near you in public.
7 months ago
Anonymous
Why are you trying so hard to assert your ability to lift weights over an argument that has nothing to do with that? Are you a poof?
7 months ago
Anonymous
>I'll call him gay and undermine his sexual market value, now he can't steal the women away that don't want me!
I am the guy she tells you not to worry about. and yes, she does choose me over you. every time.
7 months ago
Anonymous
I'm not going to frick you anon
7 months ago
Anonymous
>which is why no action in an rpg is left to chance is it?
you should ponder how fricking stupid you sound. variables can't be explained away in a video game only tabletop.
7 months ago
Anonymous
I'll ponder what the frick your post even means, ESL
7 months ago
Anonymous
>I'm nearing my limit and we've gotten nowhere
Correct, because you're a utopian thinker who's irrationally angry at RNG but can't provide a proper alternative. Also souls don't exist, most of those people just got lucky.
7 months ago
Anonymous
and you're a gambling addict who's resigned to dice rolls and has lost his self respect in favor of the pursuit of endless novelty.
BRB gonna make 1 million selling my butthole to a Dubai prince. Can't wait to feel lucky later.
7 months ago
Anonymous
>BRB gonna make 1 million selling my butthole to a Dubai prince. Can't wait to feel lucky later.
This sounds like something you'd actually do if it had a predictable outcome
7 months ago
Anonymous
Gambling implies stakes anon. I don't wager anything on playing an RPG. Again, I don't like RNG, but there's no alternative that's not predicable and therefore boring.
7 months ago
Anonymous
the stakes are winning and losing. you lose the combat encounter from a miss or you win from a crit. how do each of those scenarios make you feel?
7 months ago
Anonymous
>Gambling: "the practice of risking money or other stakes in a game or bet".
What did I gamble anon? The only answer you could come up with is time, but I wasn't expecting anything in return for my time, so that's not a gamble either. It's not gambling just because both involve chance, stop doubling down when you're wrong.
7 months ago
Anonymous
so your time is worthless, expendable, and amounts to nothing when spent, just like your focus, attention and concentration? get some self respect, self hating Black person. stop trying to convince yourself you beat the game. you didn't. resorting to high ground moral superiority shit has to be the most pathetic thing ever. hamster brained gamblers, all of you.
7 months ago
Anonymous
>so your time is worthless
No anon, but unless I'm putting my time up as a stake in hopes of gaining a return on its value, I'm not gambling my time.
You're not gambling your money when you buy a hamburger, you know exactly what you lose and gain. When I play a game, I lose time and gain entertainment, same thing.
7 months ago
Anonymous
but when I lose an encounter because of a flat 5% chance to miss and it happens 4 times and I wipe, what would you call that if not imposed gambling? my efforts were wasted. dnd Black folk just need their games to match up to their real lives. "I did everything right and I just failed for no reason oh well!" frick off.
7 months ago
Anonymous
Yeah, and if I bake a delicious cake and trip over a loose tile my efforts are also wasted. That doesn't make baking cakes gambling.
7 months ago
Anonymous
stop using real life analogy to explain RNG in video games. it doesn't work and its stupid.
7 months ago
Anonymous
You don't work and you're stupid. Now stop wasting the time I'm investing you filthy slot machine.
7 months ago
Anonymous
i accept your concession.
7 months ago
Anonymous
Good, now frick off.
7 months ago
Anonymous
im still here. you seem to lack the power or agency to do anything about it, pussy.
7 months ago
Anonymous
I can simply ignore you, starting now.
7 months ago
Anonymous
>needs to anxiously get the last word in
absolutely pathetic
7 months ago
Anonymous
> if you had ever been to the gym once you would realize how fricking stupid this is. try going and seeing how successful you are under some real iron, pussy.
This is some of the gayest "internet tough guy" shit I've read on here in a long time.
Go ahead. Tell us about your confirmed kills and military service.
7 months ago
Anonymous
t. limp wristed pussy who can't bench 1.5x his bodyweight. post body
7 months ago
Anonymous
even top strongmen see variance in their lifts, mr valedictorian
You don't have a 5% chance to fail at everything you do in real life, for some things you do the odds of failure are so small they aren't even worth talking about. Like if everyone had a 5% chance of getting in a lethal car crash every time they wanted to drive, regardless of experience, state of mind, habits, etc then that would be catastrophic, no one would drive a car.
>Like if everyone had a 5% chance of getting in a lethal car crash every time they wanted to drive, regardless of experience, state of mind, habits, etc then that would be catastrophic, no one would drive a car.
Then change it to 0.1% you fricking moron
RPGs are cancer in the first place. So their death should be something that's celebrated. I hope every RPG turns into turn based dice rolls just so they can keep their players to themselves and prevents them from invading other genres and vice versa.
There are more systems than visible stars in the sky.
I don't even really know how to start enumerating them. And yet I like almost all of them better than the venerable "d20 system". There are a number of reasons for this, ranging from the d20 itself and it's large, flat number range, to the binary succeed/fail check results, to the various other pieces of baggage like the fact that Ability scores do nothing except generate "modifiers", levels, and big piles of hitpoints, etc.
A few other systems that I enjoy:
Tenra Bansho Zero; Set in a slightly gonzo scifi-fantasy magitech warring states Japan, uses d6 dice pools generated from an attribute, with target numbers determined by skill. Lots of interesting genre appropriate stuff, and a mechanism that directly rewards players for evolving their character's goals and personalities.
"Apocalypse Engine" games; Often inaccurately called "PbtA games". Simple 2d6+stat with categories of miss/success with complications/full success. Very specific in what you roll for and what results can occur, with each game having its own set.
Forged in the Dark games. d6 dice pool equal to a 'stat' plus optional modifiers. Take the best die. Fail/Success with complications/full success/critical success. Lots of ways for players to mitigate consequences with resource spends.
The One Ring; Very unique dice pool system of d12+some number of d6s. Degree of success based on number of 6s rolled. Extremely thematic skills and corruption system.
Mouse Guard; Once again a d6 dice pool game. Doesn't really even have 'failure' in most cases, only complications and success at a cost.
Oddly, that was a lot of d6 games, but there ya go. A Very, VERY small sample of some cool systems.
>h-hey i just want to tell you this important new info which will completely transform your opinion >dice roll with either 50% or 25% chance of success >yeah sorry you rolled an 9 but needed a 15 so i am not interested in what you have to say and i reject all logic and reaeon
I never got this about RPGs. If I fail a perception check, why the frick can't I just do another one 2 seconds later?
I mean, If I suspect something shady is going on, I'd keep looking instead of suddenly changing my mind and deciding everything's fine.
Because it would just lead to players rolling over and over again until they "win" or at least see it that way. It would grind the game to a standstill.
>about to buy car >price seems to good to be true >I do an inspection and nothing is found >I do an inspection and nothing is found >I do an inspection and nothing is found
You get the idea. Only autists do the same thing over and over.
The check represents the success of all your efforts over time.
A good dm will not call for a check on something that is guaranteed to succeed over time when time is not a concern however.
>why didn't you see that hidden passageway? Just look again until you see it, LOL!
You're not gonna keep looking unless you know you're looking for something.
>perception check,
This is specifically a case of where DM shouldn't give you the number to beat and be expressive, yet vague with his description. Perception check should never across as something you've succeeded or failed at. After all that hallways doesn't APPEAR to be trapped.
just let me use the meta knowledge of dices being rolled to min max the roleplay situation, you homosexuals
>mfw eternal dilemma of whether players should just roll their diplomacy skill or actual roleplay the situation
both
some players wanna roleplay, some dont
either playstyle is viable
sometimes you can just use the systems the simulate dialog and interaction
"I spend a week in town and try to purchase a magical item" "roll persuasion etc"
if the scene is played out (with character dialogue being spoken by players) what they chose to say can grant a bonus to the roll, in 5e advantage or disadvantage for example
what's fundamental is that the character's abilities always influence the outcome
I usually make people that want to metagame dice spam until they get 17+ rolls actually roleplay the entirety of what they're trying to do while also increasing the DC for every attempt. It's always fricking Paladin or Warlock players too that want to be smart asses about it too.
Fricking hate Paladin and Warlock players no matter what system we're playing. You got caught lying to the mafia guy. He's not going to suddenly buy your next lie, and he noticed you scoping out the room already.
I like to give bonuses to players that RP it out anyway before rolling though or lower the DC.
except it goes the opposite direction. if something weighs 100lbs and I can easily move that weight, why would I fail 5 times in a row because I can only boost to 15 str and keep getting 1s and 2s? people conflate "risk mitigation" with the actual game. if a game is asking you to "gamify" the odds, it's dressed up gambling.
people whine about new vegas but it did it best. you don't have 80 speech? then you can't convince this person. that makes sense in this medium. so many people took that as punishment that it was honestly laughable. forget leaving the interaction to go improve your stats (aka learning and growing your character), better piss my pants and shit and fart and point blame at those mean old developers.
imagine your 8 INT barbarian passing a high check (dice) and he starts ranting about the arcane weave and metaphysics and shit. it's immersion breaking and stupid.
Just for you I say that you didn't bend your knees when you were lifting, didn't take off your bag that combined with your items and armor already reaches almost 250lbs in shit you're carrying, and you threw out a disc in your spine and now have half movement and take 3d8 damage that can't be recovered via short or long rest until you get serious treatment by someone or rest for 4d4 months.
Characters in tabletop often have a maximum weight they can carry, push, and pull in their stat sheets. Even D&D has this shit still.
7 months ago
Anonymous
again, this is tabletop. in video games, where is this consequence from chance applied and where is the method to adapt to it? In theory, I like your thought. in practice, I fail, nothing happens, I feel cheated by a computer.
>perception check,
This is specifically a case of where DM shouldn't give you the number to beat and be expressive, yet vague with his description. Perception check should never across as something you've succeeded or failed at. After all that hallways doesn't APPEAR to be trapped.
>I never got this about RPGs. If I fail a perception check, why the frick can't I just do another one 2 seconds later?
holy shit are these the zoomer morons invading dnd after bg3 came out?
The check is representing your total efforts
IE you roll strength to open a door, you fail, then the DM rules that this door won't budge no matter how much you try. You'll not be asked to roll again, nor will other people be allowed to pile on strength checks unless the DM is a homosexual.
This is something you can do in roguelike games I've noticed but the way they do it is that you spend a long time searching so after a few searches you end up starving.
The way I headcanon it is that the perception check is whether you notice that there's anything out of the ordinary warranting further investigation in the first place.
Because it's a robot with no feel for drama or fairness, that lacks the ability to improvise. If you want to look under a rock that wasn't intended to be looked under by the developers, the robot will ignore your request, while the GM can allow an endless ocean of possibilities to be under that rock.
Yes, and what you'll find there comes from a limited list of options.
7 months ago
Anonymous
No? Most players will never find all of them, or even most of them
7 months ago
Anonymous
The things you can find under that rock are a list of blocks, or a hole that leads to a list of encounters. That's a pretty limited number of things.
7 months ago
Anonymous
I don't get your point
Is DnD bad because I can't find a Lamborghini with weed in a dungeon?
7 months ago
Anonymous
No, a real DM is good because you CAN find a Lamborghini and weed in a dungeon. You can't find that in a video game, because the devs didn't program it in.
7 months ago
Anonymous
Lemme simplify:
CPU: >Only knows what was pre-programmed into it, results are limited
Human: >Knows everything it has ever learnt in it's entire life, results are still limited by the human's ingenuity and intelligence/creativity, but vastly, vastly, VASTLY more results
Then we come into the idea of an AI DM and shit gets real
7 months ago
Anonymous
everything it has ever learnt in it's entire life
STOP METAGAMING REEEEEEEE
Because you can program for only so many scenarios and situations.
Play one tabletop game. The DM has to make so many optional scenarios because the players aren't going to follow the script, and even then he has to improvise 70% of the time.
Minecraft and modded Skyrim prove you wrong. Obviously video games aren't a second life, they can't simulate a universe but if that's what you expect/want for some reason then you're moronic
it's a sign of a moron DM to call for a Persuasion check in a situation like that
situations where a Persuasion check makes sense: >trying to convince someone who is suspicious of you (truthfully) that you mean them no harm >asking for a favor or a pardon >saying something along the lines of: "c'mon, pleeeease?"
situations where it doesn't make sense to call for a Persuasion check: >the PCs have just conclusively demonstrated that the NPCs best interest is served by doing what the PCs want but the DM thinks the game isn't fun unless you roll the stupid fricking plastic polyhedron
I see the same shit happen with Intimidate all the time, too.
makes sense: >making an enemy back down from a fight before it happens >scaring somebody in a civilized social situation where immediate physical violence is not possible, eg a conversation in a crowded public place
does not make sense: >the party has just reduced all of the goblin's friends to ash and Grog the barbarian is removing the last survivor's limbs one at a time while the Cleric repeatedly heals/revives him, but oops Grog can't roll above a 3 tonight apparently so somehow the goblin is not intimidated
> In old school D&D you could do persuasion vs aggressive foes to make them stop trying to kill you and negotiate instead. > Modern D&D: Rolls for everything.
You would have to initiate the talking first or they would just attack you as soon as combat started if we go by B/X. Their morale could also break during combat and was suggested if half dead they check and if fail flee etc.
I still don't understand why D&D hasn't incorporated an actual system for pack mechanics or morale beyond giving advantage when nearby each other. One of my players just did 43 damage to the enemy leader/captain and eviscerated him; shouldn't all the minions be fricking freaked out?
At lot of TTRPGs don't have systems for this either unless they've got meme lovecraft sanity meters.
> In old school D&D you could do persuasion vs aggressive foes to make them stop trying to kill you and negotiate instead. > Modern D&D: Rolls for everything.
Rolls for everything is a table thing. The DMG straight up says you don't need to make people roll for everything. At this point they're going to have to make passive versions of every check because bad GMs and bad players think you have to roll for everything.
>I still don't understand why D&D hasn't incorporated an actual system for pack mechanics or morale beyond giving advantage when nearby each other. One of my players just did 43 damage to the enemy leader/captain and eviscerated him; shouldn't all the minions be fricking freaked out?
There was something like that in 4E where they went for packs of weaker enemies that could be subject to leaders. Sadly, it was in 4E.
Ah yes, the we want World of Warcraft audience edition.
Meanwhile 5.5 or 6E or whatever the frick they're making is quickly becoming some fricking frankenstein of we want the twitch, marvel, ff14 audience.
I've never played a single second of WoW in my entire life and 4th edition is my favorite.
7 months ago
Anonymous
4E was made for WoW players circa 2005 to 2008 anon. Some of the stuff in the systems were lifted straight from WoW, which is kind of ironic considering Warcraft's Warhammer origins and D&Ds wargaming origins.
Every fricking master 5e strategist who b***hes about action economy and dpr would have fricking loved 4th edition and none of them played or will ever even try it.
it's fricking infuriating.
>One of my players just did 43 damage to the enemy leader/captain and eviscerated him; shouldn't all the minions be fricking freaked out?
see the thing about 5e is that if you asked the designers "why no morale mechanics" they would just say "you don't need a rule, just have the monsters flee if you think they would flee and have them fight to the death if you think they would do that instead"
it's not because it depends entirely on how your DM feels on that particular day. you can't use it as a tool to turn the fight around whereas if you know "provided I overkill their leader for X number of damage all of his underlings will run away" it actually informs how you can fight.
7 months ago
Anonymous
Just like irl, sometimes that works, sometimes the goblins are undeterred. To turn something like that into a number puts the emphasis way too much on gamey aspects and not enough on the roleplay.
7 months ago
Anonymous
I don't know why you think game system and roleplaying are opposed to each other.
7 months ago
Anonymous
The more rules you put in place, the less free the players/DM are to fill in the blanks. If you have too many rules for everything, the game system itself basically railroads you.
7 months ago
Anonymous
The problem right now is that the system has too many blanks while still railroading you. You basically have blanks that derail you entirely unless you prepare a bunch of home rules.
7 months ago
Anonymous
You got an example?
7 months ago
Anonymous
The entire RP system is essentially broken and the reason why Fighters and Barbarians are useless outside of combat unless they pick specific subclasses. Almost all noncombat stats are found in Int/Wis/Cha. You end up needing house rules like letting a Str based Fighter roll using Str to intimidate instead of Cha.
It's only gotten worse since Wizards started trying to define non-combat but then they half ass it and don't actually define HOW something can be done. The entirety of Waterdeep basically tells Fighters and Barbarians they can't do anything, and Rogues only get to do things some of the time.
7 months ago
Anonymous
>You end up needing house rules like letting a Str based Fighter roll using Str to intimidate instead of Cha.
that's not a houserule, it's in the PHB.
p 175
7 months ago
Anonymous
I fail to see how that's railroading by leaving things blank. It kind of makes sense that a barbarian isn't good for much of anything besides fighting and athletic feats.
7 months ago
Anonymous
That is why things like carry limits and encumberance should be enforced strictly to make STR matter.
7 months ago
Anonymous
>*rolls a 16 str Goliath Wizard in you're path*
sorry fighter back into the cuckcage with you
7 months ago
Anonymous
Speaking of which, I like how old Tunnels & Trolls did magic, casters used STR as a spellcasting resource that was temporarily drained by spells and strength was a limit of how many spells a wizard can cast per encounter.
7 months ago
Anonymous
>The more rules you put in place, the less free the players/DM are to fill in the blanks.
I don't see how that's real unless "improvising the rule for action X because it's not clearly listed" is what you mean by filling in the blanks. There is absolutely no disadvantage to having that shit laid out mechanically for you in the book. Filling in the blanks for me always just mean narratively which, if anything, is informed by clear cut knowledge of what your character can do. Fudging the dice is not the answer here - if your character is bad at something dice should reflect that.
7 months ago
Anonymous
I mean that rules are binding and sometimes the story is better when the rules are tossed out the window. >X would be cool, but we can't do that because muh rules said so
Epic standoff final battle.. oh, the barbarian rolled a really good intimidation check so the boss runs away. Great.
7 months ago
Anonymous
Having an all-encompassing simulationist ruleset has the distinct disadvantage of everything taking forever (though I do think there has been a tendency for systems to a bit too simplistic in the past decade or so)
see that's why my feelings about 5e are kind of complicated. but I think it would have been good for the DMG to contain guidance on this sort of thing, instead of dedicating hundreds of pages to magic items, loot tables, and descriptions of Outer Planes (which they don't even provide any resources for running an adventure in, anyway...) a lot of roomier DMs end up in a situation like this where just a little coaching or prior consideration would have improved their game but 5e just lets them sink or swim
Absolute moronation considering they're perfectly fine with codifying everything else. Truth is you're simply supposed to fight everything to the death because enemies are just stat blocks.
5e leaves a lot unspecified bud. it's not 3.pf
7 months ago
Anonymous
So you want it to handhold DMs more? Yeah descriptions of outer planes or whatever are shit, but not because they don't provide resources, I can come up with that myself. I simply don't want or need them to provide any lore, that's my job as a DM.
7 months ago
Anonymous
>So you want it to handhold DMs more?
I mean... yeah. It's a three hundred page book called "the dungeon master's guide". I think it should give more guidance.
there are a lot of instances where the designers say something to the effect of "if you want, you can run it this way. or, if you'd rather, you can run it this way instead." which is obviously true as far as it goes, but what they almost never do is expound on what the merits of different approaches are. take the stealth rules for instance. the rules gesture at some circumstances in which you can hide but the only hard rule is" the DM decides when hiding is possible", and that's practically tautological. to me, ideally, even if the rule is just "the DM decides", the DM guide should have some guidance on how you *might* want to run it, since the question of "how does hiding work" is pretty important in a lot of adventuring scenarios
7 months ago
Anonymous
At that point they might as well offer writing and improv acting courses, because those are the skills a DM actually needs.
7 months ago
Anonymous
yeah sure. I mean it's 300 pages. it even has some (vague) writing advice in it. what would you put in there
7 months ago
Anonymous
Just stats and systems that assure balance. The rest is up to the writing/acting chops of the DM, and his general intelligence. Apart from writing, you can't really teach those things from a book anyway.
7 months ago
Anonymous
well I totally disagree with you on the first point, I think the tables and numbers in the DMG are just about the least useful stuff in there.
just look at the current confused argument going on ITT about ability checks. a few pages in the DMG dedicated to the subject could have cleared the idea up for thousands of people but no here we are riding the same merry-go-round of an argument about breaking the lockpicking or the wizard picking up a rock that the barbarian couldn't for the tenth year running
7 months ago
Anonymous
You think the DMG is the place to address arguments against the game's system? That's like an admission of failure if anything.
7 months ago
Anonymous
no that's not at all what I was saying
7 months ago
Anonymous
Oh, then what did you mean?
7 months ago
Anonymous
I mean that there are ways to reconcile the game's system and with the problems that people run into when trying to run it as-written and I think the DMG was a good place to have included some of that stuff instead of just saying "lol figure it out kid" and leaving people to stumble upon blogs like angrygm, alexandrian or matt colville if they actually want to read someone digging into the intellectual end of that stuff
7 months ago
Anonymous
I mean, you can't really expect them to fix their own system in the book about the system. If they were aware of the problems, they would have just changed the system to begin with.
Absolute moronation considering they're perfectly fine with codifying everything else. Truth is you're simply supposed to fight everything to the death because enemies are just stat blocks.
>One of my players just did 43 damage to the enemy leader/captain and eviscerated him; shouldn't all the minions be fricking freaked out?
This was a thing in BG 1 & 2, and it was not fricking fun whatsoever. Every fight with a pack of gnolls would have one of them run for their lives and make you chase them very awkwardly. Or every other fight Khalid would just freak the frick out and start running away, aggroing 5 additional packs of monsters on his way. Sometimes you need to sacrifice some mechanics just so that the game is fun and not annoying.
I mean, at a table you just end initiative if your players don't want to chase them down. The hardest part is determining how to give out exp since exp in the system is vague about whether it's only from kills or if it's from just winning a fight or turning an engagement around.
Due to the systems weird interactions with RPing the system itself doesn't actually reward diplomacy either which is why GMs usually reward allies and valuables.
>does not make sense: >the party has just reduced all of the goblin's friends to ash and Grog the barbarian is removing the last survivor's limbs one at a time while the Cleric repeatedly heals/revives him, but oops Grog can't roll above a 3 tonight apparently so somehow the goblin is not intimidated
To be fair, that could be one particularly gutsy or stupid gob, and the first roll would be some kind of willpower or sanity check before intimidation even factors into the situation. If he managed to stick around for that scene, he's probably a zombie and intimidation wouldn't work on undead-equivalents anyway.
> Or do you want to instantly pass skill checks with big enough number?
That seems better. Just put a treshold on such checks that requires amount of experience. Works better with the "honing your skills" vibe of an RPG fame too.
It feels stupid when you are dome gigachad highest level master of an X skill and the hidden ingame dice decided you failed a check for an example, despite that youve been doing it constantly your whole life in the game universe
The RNG literally accounts for real life.
You can be a complete expert in something and make mistakes. Sometimes, you nail it so well that it propels you into a new line of work or whatever.
If you want predictability, then you need to play another genere, or stick to Action/RPG, where role playing in a world, and simulation, isn't so much the focus.
the dice is just a visual representative of the RNG
if the game went from roll a 11 or higher to succeed to sating there's a 56.2% chance to succeed the game's code would just roll the equivalent of a d1000
agreed. only gambling dopamine addicts with innate craving for novelty would disagree.
a real game let's you overcome its obstacles with focus, attention, learning. not gambling. so many people are afraid of taking responsibility for failing they need to blame dice when they lose.
Which also translates to real life. Understanding rng and how to give you the slightest edge is the most OP skill in real life. If you have access to some situation where you have a 50:50 chance of doubling your money/life score points you shouldn't take it. If it's 50.1:49.9 in your favor you take it. If you get an extra cent when you win that you don't pay if you lose on a coinflip you take the bet every time, unless the amount you need to play is a large portion of your entire bankroll. This is the only principle casinos need to understand to always operate at a profit.
this isn't finance. and rpgs take into account a moral compass. your scenario is black white consequence/no consequences. you should have both with any decision. that's true leveraging and encourages consideration on the part of the player.
I wasn't talking about finance you braindead moron, you make a million bets every day but you're too moronic to understand anything that happens ever.
The unpredictability of consequences is exactly that and by understanding odds you can adjust your model of potential consequences to have an edge over others.
no shit, its addiction for boomers and millennials , they see big numbers or critical hit and dopamine level goes up, like gambling
> i just shit myself in front of X because bad luck, now everyone want to kill me >i just need 15 charisma/luck to be with this girl, oh shit i miss now she will frick someone else >i need 20 roll and 500$ to repair my car, well that was a bust, now i don't have a car anymore
real life its not like your shitty d&d roll fantasy loser
there are things in reality that are not luck based. you morons always come out of the woodwork to defend this system and explain it away with some parallel comparison to reality.
if I need a 18 strength check to move something (it's heavy) and, like you in real life, are a pencildick microbicep loser, there is no "getting lucky" with moving it. there are hard stops in reality. if you left the basement you'd know that.
except it goes the opposite direction. if something weighs 100lbs and I can easily move that weight, why would I fail 5 times in a row because I can only boost to 15 str and keep getting 1s and 2s? people conflate "risk mitigation" with the actual game. if a game is asking you to "gamify" the odds, it's dressed up gambling.
people whine about new vegas but it did it best. you don't have 80 speech? then you can't convince this person. that makes sense in this medium. so many people took that as punishment that it was honestly laughable. forget leaving the interaction to go improve your stats (aka learning and growing your character), better piss my pants and shit and fart and point blame at those mean old developers.
imagine your 8 INT barbarian passing a high check (dice) and he starts ranting about the arcane weave and metaphysics and shit. it's immersion breaking and stupid.
tell me some real "imperfect reprenstation" loser, not just talking shit
luck in real life its not like in your shitty d&d world, now back to your dice simulator, you don't play video games anyway
Real life is like that bro.
You have off days, and you make mistakes, no matter how good you are at something.
I understand your criticism of the nat 20 and nat 1. But that's kind of what makes it a fun game. Once in a game, you get something really really special or something really really bad happens. That's less of a simulation, and more like something fun. Because it's a game.
The only reason they exist is because in real life pen n paper scenario, you obviously cannot simulate casting a spell, throwing a fireball or fighting a giant dragon. So it has to be resolved with dice rolling.
But in video games, you can. You can have magic, dragons and lethal combat in real time. But they still do the fricking gay RPG simulation for some reason.
>But they still do the fricking gay RPG simulation for some reason
Because it's easier and cheaper to have dice rolls instead of making physics in the game engine.
>But they still do the fricking gay RPG simulation for some reason
Because it's easier and cheaper to have dice rolls instead of making physics in the game engine.
Digimon World came out in 1999 and doesn't have shitty rolls. You see the action unfold in real time.
JarPiGS absolutely BTFO
>But they still do the fricking gay RPG simulation for some reason
Because it's easier and cheaper to have dice rolls instead of making physics in the game engine.
Rolls in any RPG are a crutch, period.
The only reason they exist is because in real life pen n paper scenario, you obviously cannot simulate casting a spell, throwing a fireball or fighting a giant dragon. So it has to be resolved with dice rolling.
But in video games, you can. You can have magic, dragons and lethal combat in real time. But they still do the fricking gay RPG simulation for some reason.
Dragon's Dogma is a team RPG but with real time action and DD2 showcase already showed more interactions and stuff than anything in Balding Gay 3
Wrong, they're there because you're playing a character not yourself and your characters attributes have to be represented by stats, not your reaction time.
That's shit game design.
Basically "Press X to awesome". Best games let you "become" the character through gameplay and lead you to master their craft by giving you certain tools.
Good example is comparing a game like Thief to modern "stealth mechanics". In Thief you have to manually aim the club at NPC's head to knock them out, if you miss, you fail the takedown.
In a modern game you get a prompt for this mere 2 meters away from the enemy. When you press it, the game essentially plays itself.
MGS is also like thief where you master the mechanics. You could tell that with games like MGSV you do not truly become the "Big Boss" until you actually finish a mission without a single shell casing spent and not a single NPC alerted.
>Good example is comparing a game like Thief to modern "stealth mechanics". In Thief you have to manually aim the club at NPC's head to knock them out, if you miss, you fail the takedown.
I don't know what Thief you were playing, but I can blackjack the air in front of a guard like 3 meters away and still hit him.
>you have to manually aim the club
Which is in all forms basically a mobile minigame for toddlers. Fine the first 3 times but quickly tedious. Playing the reaction time minigame 20 times a minute is not fun either, you're not le epic skilled gamer man because you manage to focus on this boring shit.
Rolls and RNG aren't the problem, it's the formulae used.
D20 + Modifier is simplistic and basic to keep bookkeeping to a minimum in a tabletop setting.
Computers can do many millions of these calculations in a single second, so using something like a D20 in a video game setting is just reductive and handicapping.
The whole industry I'm afraid especially since luck is just the perfect camouflage for manipulation, I hope more and more people realize our wins and losses are well calculated.
Hating on dice rolls is probably the biggest midwit take of all, only below shit like "RPGs are about dialogue options".
Let me guess, you think the outcome of any action in a role playing game should be determined by player skill alone.
Because there's a million different ways in which things can go wrong, sometimes by just a little, sometimes by a lot. Any good dice rolling system will however add up a character's skills to give an advantage, so in general, having a higher relevant skill level will let you pass lower checks. That said, I can understand not liking critical failures, and I would like games to feature varying levels of success and failure instead of having it be binary, but there's no issue with the fundamental concept of rolling dice.
>That said, I can understand not liking critical failures, and I would like games to feature varying levels of success and failure instead of having it be binary, but there's no issue with the fundamental concept of rolling dice.
Which is funny because most tabletop players detest the kind of "special dice" that allows precisely for those kinds of degrees of success and failure when it comes to roll outcomes.
7 months ago
Anonymous
>the kind of "special dice" that allows precisely for those kinds of degrees of success and failure when it comes to roll outcomes.
What? You don't need dice for that, you just need the DM to come up with varying degrees of success or failure. A d20 would be fine, how far you are from the target number is fine as a metric for determining the degree of success/failure.
7 months ago
Anonymous
that hatred is related specifically to special dice and not the mechanic which is really just a re-intrepretation of roll results into symbols rather than numbers. real question is how available will those dice be 10-20 years from now.
Problem with this shit in RPGs specifically is you don't have a live DM with you the way tabletop RPGs do. Low dice roll there isn't really a failure as much as simply another potential narrative branch you can then go through since everything is being done in theater of the mind, so to speak. In vidya it's a flat out failure you either accept or reload to re-try.
That only matters in noncombat which is relatively new since most systems are still combat oriented. In combat it's just either success, failure, or big success unless you're doing lunatic mode critical failures which only GMs enjoy.
I remember back when people used to b***h about Bethesda and Bioware dumbing down RPGs by removing dice rolls, now it seems the notion of bringing them back is whats ruining RPGs.
DICE ARE JUST RNG
EVERY SINGLE GAME WITH VARIABLE DAMAGE OR CHANCE TO HIT HAS RNG
WHEN THE FF7 GRENADE DOES 141 OR 142 YOU ARE ROLLING DICE
AAAAAAAAAAAAAAAAAH YOU FRICKING moronS
The dice rolls in BG3 are unironically bad design. Locking interesting lore or the resolutions that the player wants behind RNG just makes them reload until they get the success. So they only serve to frustrate the player. And while in certain ways you do want to frustrate the player, in order to challenge them and make them feel accomplishment, this particular way just makes the player feel cheated or that they have to endure tedium to progress.
Examples of games with a better design for this:
Planescape:Torment just had dialogue checks which checked a stat. If the stat was high enough the dialogue was unlocked, and failed checks were not shown.
Disco Elysium had RNG rolls, but they didn't matter at all. And frequently failing a check was the preferred option, because it would be more comedic.
>Look through a telescope >Blurry picture of a dragon
HMMM WHAT COULD IT BE, BETTER DICE ROLL >3
You fail at using a telescope and have no idea what that dragon is
your hand hits some spindly bits and ruin the carefully calibrated internals of this very special telescope
or the picture was so blurry it was just an amorphous mass of colors
or there was never even a skillcheck in the first place because your dm isn’t a moron
>And you cannot retry because... just because! ok?!
Yes, homosexual. The failed roll implies your character tried as hard as they could and exhausted all available means.
That's a bad RPG.
A good one goes like this: >try to lockpick door >you suck, so you'll probably fail >dice roll: FAIL >remaining options: yell at it, shoulder check it, bash it with your weapon >you're too weak to ram it down with your shoulder, but you try anyway >dice roll: FAIL; you take 5 points of subdual damage because you bruised your shoulder >the door is made from steel so all you'll do is dent your weapon if you bash it, but you try anyway >dice roll: FAIL; your weapon has shattered into tiny pieces >you're pretty sure there's no one who'll hear you, but you yell anyway >nothing happens (automatic FAIL)
Or they just have to get better DMs. Up until recently, everything has been strictly scripted, and if you wanted to try anything that wasn't accounted for, it just wasn't an option.
Now we have LLMs that can run campaigns pretty well. The first computer RPG that integrates one of those as a DM is going to make its dev very rich.
Which is fine if you design it to work with those assets. There's a lot you can do with a handful of assets if arbitrary descriptions and functionality can be applied to them.
>And you cannot retry because...
...your character doesn't have 4 fricking hours to spend just trying to pick a single lock. >RNG not on picking locks, but on opening doors
Oh, I'm sorry, you're actually a disingenuous frick. Carry on then.
Because there is no fricking point to any lock in a video game if you can just retry lockpicking over and over again until you succeed. Then it's just an annoyance added for no reason.
Failure can have consequences, and that's a good thing. I know your generation has been sheltered from failure all your life and that's why you're afraid to do anything in your life, but we don't have to do this in video games.
Most things people hate about it, aside from autists who pretend RNG is bad, are later additions to the system by people who don't understand it.
Critical failures? Not a thing in actual D&D.
Critical successes? Barely a thing in actual D&D.
Social rolls? Only really for the original reaction. (although i've seen DMs do it when they're unsure how an NPC would react)
The old game doesn't even recommend you roll unless a competent adventurer would have a risk of failure doing what they're attempting.
Without dice rolls it's just roleplay, not roleplaying game. Which is fine, everyone can do it how they want. But for me it's the dice telling the story, not the players or DM. There should be that element of randomness that leads the story and gameplay to unexpected places.
>the dice tell the story
annoying. there's no getting through to you smoothbrain morons. video games aren't tabletop. you don't get a real person to explain away a failure and steer the narrative. you fail because of chance in a Game, you had no control over the outcome even if you did everything right. rng exists to give smoothbrain idiots an opportunity to feel success without learning or engaging in the game.
Again, sketch me an example of a turn based RPG that doesn't use randomization.
For example, combat.. if my fighter always does X damage and never misses, and the orc has Y health and Z damage, I already know ahead of time if I'll win the fight or not, just by simple calculations. How is that fun?
let's use pokemon as an example, a game completely infested with rng with everything you do. there's a challenge hack that makes every rng effect a guaranteed chance. opponents attacks always hit, status always procs, the only randomness is what move the opponent does.
it's highly rated. lots of people (streamers on camera included) saying "this is actually fun. there's no chance, only strategy." you know what's going to happen but you have a set of choices you can make in the moment to react and set the pace.
if I kill the orc in one turn and am guaranteed initiative, then sure, it's boring. but if I don't and he gets to choose what to react to (let's say I have low AC and he can OHKO me) then I can't run a solo character can I? or let's say I need to pre buff but he could either remove my buffs or rush my backline or or or
so the circumstances can compound. are there autistic fricking LOSERS who optimize the game to nofun? sure. if you are small enough to feel left out by not being minmaxed, then dice are for you.
You just moved the diceroll to the orc's choice. Now you win or fail based on if the orc rolls 1, 2, or 3. It's no different at all. As for Pokemon, half its randomness was in switching and not knowing what your opponent has anyway, the miss/crit/proc chances are just extra.
7 months ago
Anonymous
consider the nuzlocke. you win and die by rng. you have a game completely figured out from top to bottom, rolls, chance, and you'll see people spend half a year trying to get the "God run" where they get the tools they need to win.
examples abound of skinny, whiny prepubscent losers anxiously staring at the screen wondering what the dice are gonna do. this is you and every other defender in this thread. dice only function as an upfront screen to execution, it's lazy and doesn't translate to the video game environment. besides, if the orc rolls a 2, then I need to adapt to that circumstance with what I have available.
pathfinder is the situation you describe. you can't beat core with say, an assassin. you literally cannot stack enough advantage to beat the game. this means you need to optimize for charisma tank. community cleric and so on to guarantee a CHANCE at winning. this includes dice rolls. this is hyper optimizing at the expense of experience. yet people do it in droves because wow! if I hit the 20% chance on this fight I win! how is THAT fun?
7 months ago
Anonymous
I don't understand your point in both of those examples. So your alternative to RNG is, what exactly?
7 months ago
Anonymous
if the results aren't interesting around pass/fail then rng is not the solution. if you zoom out any encounter with dice is just gambling, pure and simple. even if you win from stacking advantage, then you won because you DIDNT get the 5% chance to fail. it's a hollow victory.
as for the solution, intricate design is the only one. as mentioned before, new vegas did skill checks right. as for combat, that isn't turn based so I can't give you a good solution. poe 2 attempted some fixes but turn based is so bad that the rtwp and chance is all it has. but if it was, things that make sense with input on the players behalf do. for example, if I fail to bash a door in with 14 strength, but I have a potion of invigorating that would give me 16, I should he able to fail, drink it, and open the door. with no chance to also fail after opening the door.
my point is that roleplay should function as the players input. if I have stealth, that may come at the detriment of damage but I can avoid notice and get in close for a first attack, and guarantee the win. the orc can notice up to a ceiling but if you're doing a ninja run, this makes sense.
7 months ago
Anonymous
What is intricate design? How are New Vegas checks any different? How is knowing you're always going to pass your stealth check on your ninja run interesting?
7 months ago
Anonymous
how isn't it? why are you being reductionist to the point of obfuscation?
7 months ago
Anonymous
Because I'm trying to distill the argument to its core points instead of rambling on. You need randomness to make a turn based RPG interesting, if you disagree, tell me how to make an RPG interesting without RNG. Stealth always working is predictable, and predictability is boring.
7 months ago
Anonymous
To be fair, if you get rid of randomness all together then you actually kill or overpower certain kinds of builds.
Dodge builds in turn based RPGs use a character's speed/agility to lean the rolls in favor of the character dodging attacks. In a system where you'll always hit you either make those kinds of builds pointless, or you make them so overpowered the game is pointless.
7 months ago
Anonymous
Ala pathfinder, but that's a hamster brained number crunch simulator anyway. given the opportunity, people will optimize their way out of a fun experience.
7 months ago
Anonymous
Well, you could give someone a number of dodge points depending on their dodge stat and allow them to use those points to dodge attacks. I don't know if that's any more fun than dodge %.
OK but did you actually play the scenario and execute it or are you theorycrafting the scenario, it's played out, and not worth doing? in the case of the latter, you're a gambler.
if you like playing a rogue, then there should be scenarios where being stealth presents advantage vs not presenting it. same with a fighter, a mage. that's interesting design, handcrafted encounters that encourage multiple approaches and reward/punish whatever your approach is. and this is where the GAME aspect comes in. did you explore and level up and grow enough to pass the stealth check? or are you gonna have to face tank it? the choice is yours and so is the consequence.
you shouldn't be rewarded being a bumbling stupid fighter but you roll a 20 and get to stealth right up to the mob. it's stupid.
>you shouldn't be rewarded being a bumbling stupid fighter but you roll a 20 and get to stealth right up to the mob
Why not? Sometimes that happens.. not often, but sometimes. Because something like that is unlikely, that makes it funny when it happens anyway.
7 months ago
Anonymous
Dodging as a reaction is never fun in RPGs that have reaction actions and never really gives you the satisfaction of actually making the build.
7 months ago
Anonymous
Doesn't have to be a reaction. You can declare dodge beforehand.
7 months ago
Anonymous
If I presented you a system where you decided to stealth up to a group and then had to play a short mini game, where low stealth skill meant borderline impossible vs. high stealth basically guaranteeing the mini game (buy not always since you're the one playing it), would you play it?
7 months ago
Anonymous
No, because I could just become extremely good at the minigame and be a master of stealth on my paladin.
7 months ago
Anonymous
so you'd feel no reward from getting good at the stealth game or you'd feel cheated that you weren't forced to play an archetype the way its been forced to be played the last 30 years?
couldn't you theory craft why you're good at stealth just like you theory craft why you fail a check?
7 months ago
Anonymous
I would, but that would be a completely different game. I'd just go play an actual stealth game if that's what I wanted to play. Also, either the game is made with this in mind and is really hard until you become good at its minigames, or it's not made with this in mind and becomes ridiculously easy once you become good at the minigames. It's a self defeating idea.
7 months ago
Anonymous
OK but did you actually play the scenario and execute it or are you theorycrafting the scenario, it's played out, and not worth doing? in the case of the latter, you're a gambler.
if you like playing a rogue, then there should be scenarios where being stealth presents advantage vs not presenting it. same with a fighter, a mage. that's interesting design, handcrafted encounters that encourage multiple approaches and reward/punish whatever your approach is. and this is where the GAME aspect comes in. did you explore and level up and grow enough to pass the stealth check? or are you gonna have to face tank it? the choice is yours and so is the consequence.
you shouldn't be rewarded being a bumbling stupid fighter but you roll a 20 and get to stealth right up to the mob. it's stupid.
7 months ago
Anonymous
Stealth is Dex, not Int or Wis. And Dex fighters can have good stealth checks. Disadvantage usually only comes from what armor you're wearing.
And unless you're an 8 on Dex while also wearing Heavy Armor, you're probably only rolling stealth with a -1 in general. That doesn't take into account magic items like boots that don't make a sound, or spells like pass without trace.
7 months ago
Anonymous
The problem with that is it's very clinical, and there are games designed around perfect execution of the critical path.
But I will say, the most popular and played games, have an element of RNG. Whether that be other human players, or the ability to deal with, and mitigate, the good and bad of a playthrough.
7 months ago
Anonymous
the rng softens execution and makes morons get hooked into gambling. I would be fine with rng infesting my games if all outcomes were considered but there are hard limits on scenarios.
I read a homebrew about a halfling assassin who wanted to sneak attack with a greataxe. like a midget ninja? fun right? hordes of morons pouring in screeching about cheese and balance and design. people who gamble with rng in games need just the right amount to feel novelty but not too much so they get anxious and frustrated. it's a hamster wheel and a crux to explain away not writing for scenarios in a game.
there are elements that ruin video games by virtue of attempting to be "faithful" or otherwise. it's the reason you don't want to watch a loading screen of a character grabbing paper, putting his glasses on, then reading a piece of information you find. dice is something that needs to be sacrificed in favor of something else.
7 months ago
Anonymous
> Not writing for scenarios in a game.
This is why you do hexcrawls with set pieces your characters can interact with in TTRPGs and reason why CRPG sandboxes are gay and bad.
7 months ago
Anonymous
You're not make sense to me, because you're discounting the inherent risk of doing actions.
You call it gambling, but you can equally choose builds and ways to make the RNG go in your favor most, if not all the time. That's a choice. High risk high reward? Low risk, medium reward.
But you're also making an argument that Super Mario Bros is the pinnacle of gaming. For some, maybe. But I think you're comparing two different types of games and complaining that one is killing all games.
7 months ago
Anonymous
I think my point is that it's creating a culture of hamster brained Black folk who can't shoulder the responsibility of failure. RNG only serves to frustrate the player (with no input on their part) and reward them for getting lucky. since bg3 is the elephant in the room, this is circumvented by just save scumming, but then what is the lesson? if you have the patience to watch our loading screen, then you get to get the outcome you want. if you don't, you get to be punished.
if I try an action and there's a mini game I can't solve, a lock pick one for example then that's on ME. the game didn't present a fail scenario by virtue of me clicking the screen, it has an obstacle, either learn and beat it or don't. there is no gambling. imagine in super Mario bros you got a 5% chance to just fly over the map to the flag. lots of people would do exactly that just for the novelty.
7 months ago
Anonymous
The lockpick example is only good if there is no risk.
But, there's a risk of breaking your lockpick equipment, or making the lock unpickable. >brain dead and can't accept failure
It sounds like you, yourself, can't accept games built around the possibility of random failure, therefore, those games aren't for you. And that's ok. But there are entire strategies built around this principle of risk, reward, mitigation, and execution.
7 months ago
Anonymous
the lockpick example would include risk, sure. but the problem you hamsters don't get is that you can do all the gamifying mitigation (dressed up powergaming) you want, if you won and had a 5% chance to fail, then you DID NOT WIN. You got lucky, just in the majority. this addiction to novelty and chance needs to stop. I'm advocating for you taking responsibility for your decisions. why you dumb Black folk feel accomplishment from hitting your 95% chance is beyond me. it's pathetic. that's winning from a technicality and it's not real accomplishment.
7 months ago
Anonymous
We're back to the beginning.
You don't like to fail. You don't like the possibility that random events outside of your control, could impact your chances of success. Ok. Fine.
Think of it in another way. You're playing Mario. You're really really good. There's no chance you die on the first Goomba. But, after playing this game 100000000 times, your grip slips, and you don't press jump at the right time.
7 months ago
Anonymous
that's proving my point. that's MY fault. I slipped, I wasn't paying attention, whatever. that's my responsibility. I earned that outcome.
if the controller explodes, or short circuits and I die, is that my fault?
7 months ago
Anonymous
But you're getting upset that people want to simulate this in a role playing game.
7 months ago
Anonymous
and I don't mind failing. I want to fail because it means I need to learn and try something different, not roll the dice again. if I fail because something happened that was outside my control? that's real life. but in games it should be on ME. if you aren't gonna make a scenario for every dice roll failure then get rid of the dice. simple
7 months ago
Anonymous
Sounds like you just don't like those kind of games, so stop playing them.
At this point you just sound like: >Noooooo! >Stop liking gameplay mechanics that I don't like!
7 months ago
Anonymous
>nooo let me gamble I want to gamble I want the RUSH of the STAKES bro please just one more dice roll please bro
7 months ago
Anonymous
You're just trying to label gameplay mechanics you don't like with a negative term in hopes it makes your bullshit arguments seem more credible.
7 months ago
Anonymous
>please let me gamble mom please just 10 more minutes I want to try and hit him I have a 10% chance to hit PLEASE JUST ONE MORE ROLL
7 months ago
Anonymous
>please let me shoot the sitting duck one more time mom
7 months ago
Anonymous
Anon, some games can be one way, and some another.
Maybe you can be the one to create a mod that makes the game more in line with what you "need". Your line of thinking has to be some of the most sideways autism I've ever seen.
7 months ago
Anonymous
>different is bad because....I haven't heard it before!
maybe I'm a fricking genius and you're a hamster brained Black folklave.
CRPGs are just asymmetric tabletops where the GM created everything and now you're playing choose your own adventure by pressing play on prerecorded messages from the GM.
They just didn't program it because real tables have on the spot moments.
It's really no different from those gays that railroad an official module.
It really is. RNG should NOT exist in dialogue and skill checks, those things should always be hard checks rather than randomized., otherwise your choices will feel meaningless since it's not up to you but a dice roll whether your character succeeds or not.
I thank God every day that none of you morons make any video games. You cry about reddit trying to dumb down every game, but you want to do exactly the same thing.
If you don't like RNG in your RPGs, then you want to play action or even movie games instead. How about you frick off to those instead of trying to poison the whole genre with your worthless, filtered bullshit, when you clearly don't belong.
please go away gambling addict. adults are having a discussion. you'll reply because you need to anxiously get the last word in but I do not converse with subhuman Black folk like yourself.
7 months ago
Anonymous
>poker analogy
finally the gambler shows himself
>gambling is LE BAD because i can't stand losing but I don't have the skill it takes to win >adult
stick to tic tac toe LMAO
>zoomer wants everything just handed to him on a silver platter without any possibility of failure
How about you fricking have a nice day, works every time, just as you like.
to the contrary, again you prove how fricking stupid you are. I WANT to fail because of MY ability or inability, not have it be the dices decision. let me guess, your brain lights up when you win a fight from random crits? homosexual.
Again, what you want is literally an action or a movie game, just like I said in
I thank God every day that none of you morons make any video games. You cry about reddit trying to dumb down every game, but you want to do exactly the same thing.
If you don't like RNG in your RPGs, then you want to play action or even movie games instead. How about you frick off to those instead of trying to poison the whole genre with your worthless, filtered bullshit, when you clearly don't belong.
. RPG is not the genre for you, and you should frick right off, you braindead fricking zoomer.
You're crying your fricking eyes out that there is no ice cream around you, while being in a bakery. You want the ice cream shop next door, moron.
stop projecting. admit you want to gamble and go to therapy, moron. what else are you addicted to? porn?
7 months ago
Anonymous
What I will admit is that I don't want you zoomerhomosexuals to ruin things where you clearly don't belong. Just go play fortnite or whatever satisfies your burnt dopamine receptors.
Also >stop projecting >admit you want to gamble and go to therapy, moron. what else are you addicted to? porn?
The fricking irony of these sentences one right after another, lmao. Off yourself, you low IQ scum.
7 months ago
Anonymous
I accept your concession, addict.
7 months ago
Anonymous
Concession to what? You didn't even present an argument. You just started calling me names. Pathetic.
if you want to implement crit fails and successes you should use a d100. 5% is too high if you spend even 3 seconds thinking about how dumb it would be
I think RNG dialouge checks are only okay if failing a check is equally as interesting or leads to more content. At least 90% of the time in BG3 if you fail a check you're getting cucked out of content, and sometimes even whole segments of storytelling. For battle i don't give a shit really. A chance to miss or have an attack blocked makes sense.
Oh gotcha. Well then yeah RPGs need a chance to fail and/or lock you out of something becuase you didn't make a build for that. Otherwise you're just playing an action game that lets you spend currency to increase damage like RE4 or some shit.
>he pulls a muscle 5009 times and you just get frustrated and annoyed
sometimes a monkey at a computer (you) manages to type something stupid (but coherent) and press submit. nice 20 roll!
It's fine that it happened, but if the game doesn't elaborate on how that happened like
>this game is bad because I savescum
Sometimes your 19 strength barbarian pulls a muscle at the wrong moment.
, it's unfinished trash.
Fricking TELL ME how this musclebound moron managed to fail to lift a rock the party's scrawny sorcerer was kicking around just a minute ago.
This is a video game, if you were playing DnD in real life, you DM would tell you what went wrong. A game cannot possibly account for every single situation, because that's physically not possible. Or maybe it is, if you use some real time AI shit, but we're far away from games like that.
>A game cannot possibly account for every single situation, because that's physically not possible.
Then maybe don't design around pass/fail RNG if you don't intend to put effort into making the results interesting for every possible outcome.
Not every result needs to be "interesting". You failed to pick the lock of a chest. That's it, the game doesn't need to tell you a story of how that could have possibly happened. If you really want an explanation, you will use your own imagination, since imagination is a huge part of what RPGs are all about. For pretty much everyone that is enough, but you're a picky and forever dissatisfied homosexual.
>Not every result needs to be "interesting". You failed to pick the lock of a chest.
How is picking up a rock anywhere near the same as picking a lock? Are you high?
If you're going to put RNG on something as mundane as picking something up, everything about it had better be fricking interesting because you're drawing attention to it in the first place.
Even your insanity aside, lockpicking absolutely should have interesting results. You failed that? Maybe you broke your tools. Maybe it's not your lockpicking skill, but your stealth skill - you just made clamorous grinding and clanking noises fricking with that lock and now you're got something's attention. Maybe you just set off the thing's trap because you hit the wrong tumbler. Suddenly that mundane situation has some stakes and - god forbid - INTEREST to it.
Why do you insist that developers should be lazy about everything they make? >hurr DURRRRRR it's just a lock it doesn't need to be interesting
You're paying for entertainment with your money and time. Do you have such low standards and self-worth that "fricking nothing" is acceptable return? Don't answer that, you're a pathetic shit-apologist and I don't care anymore.
7 months ago
Anonymous
>If you're going to put RNG on something as mundane as picking something up
Anon made that scenario up. I haven't played an RPG that had a strength roll for picking up a small rock that anyone could easily pick up.
7 months ago
Anonymous
>ou're paying for entertainment with your money and time. Do you have such low standards and self-worth that "fricking nothing" is acceptable return?
DnD was designed for tabletop, where your DM or you yourself can use your imagination to explain what happened in this specific situation. I understand that games cannot possibly do that, unless you're satisfied with a couple pre-written lines of text which will just pop up, and which you will see hundreds of times over the course of the game. Again, you would have to use some AI shit to possibly give you those "interesting" results every time.
I am paying money for a good product, but I will have realistic expectations for it, and not expect every extremely minor detail which some anon's autistic mind focused on to be addressed. You're the fricking moron here if you call a game low quality just because it didn't meet your expectations in some mundane little detail which nobody cares about.
>Fricking TELL ME
There's way too much to simulate. You're supposed to fill in these things with your imagination. And no it's not the job of the DM, your DM may help you along but you're supposed to have a consistent world in mind that's informed by the game mechanics. When you're unsure you ask for confirmation.
>A game cannot possibly account for every single situation, because that's physically not possible.
Then maybe don't design around pass/fail RNG if you don't intend to put effort into making the results interesting for every possible outcome.
>I'm a small toddler who needs an explanation for everything
I know this is bait but I see people actually believing this.
Maybe it kills it if you're a zoomer. I understand that it's not really something many have encountered before. But speaking as someone who enjoys D&D sessions weekly I'm fine with it. The only problem I have with it is that it's COMPLETLEY random and it can really frick you up in ways that are 100% out of your control. You can roll very poorly multiple times, reload, and have a totally amazing roll the next time. These types of situations don't happen too often but when they do they can be frustrating to the point I want to chuck a D20 across the room because now my roll has fricked up the encounter for my party and now I feel bad because my fellow players suffer because of my poor roll. But once you sit back down it becomes part of the fun in the end.
I don't follow any to be honest. I wouldn't know. I'm sure there are if you look around though. I know there are several YTers that have campaigns on their channels but your enjoyment is likely to be determined by if you like the YT personalities involved.
>your enjoyment is likely to be determined by if you like the YT personalities involved.
Yeah, that's what I was kinda hoping for you could answer. I've seen this on Youtube:
But I'm apprehensive to commit to it considering there are around 13 hours to it.
Well I don't know what you enjoy so at most I could give you a campaign I watched a little bit of but in no way does that mean you would enjoy it. So it would likely be a bad recommendation.
I don't follow any to be honest. I wouldn't know. I'm sure there are if you look around though. I know there are several YTers that have campaigns on their channels but your enjoyment is likely to be determined by if you like the YT personalities involved.
>your enjoyment is likely to be determined by if you like the YT personalities involved.
Yeah, that's what I was kinda hoping for you could answer. I've seen this on Youtube:
But I'm apprehensive to commit to it considering there are around 13 hours to it.
Bandit's Keep Actual Play is okay.
3D6 Down the Line is tolerable.
That's about it.
It's a group of real people (formerly) working real jobs playing real games, unlike the groups of theater kids playing fake games that is typical of actual play.
Just had something like this tonight. >be in a 5 player party >have to go to creepy old house to get rid of ghosts >friend finds a holy relic we can use to banish ghosts >find ghost >friend thinks he's hot shit and walks right up to it and says "the power of Christ compels you" >rolls poorly and the ghost b***hslaps him to deaths door >thinking I'm hot shit I run over trying to be the hero and use the relic on the ghost >fail and the ghost kills me at what should have been my heroic moment >we all laugh for a solid minute or two at how pathetic my characters death was >friends banish ghost >hold a funeral in my characters honor >haunt the funeral for fun >make new character and rejoin party >continue adventuring and sing songs of Sir Nicolas Gurr and how he stood up to a spooky ghost
>wtf is the same Ganker that defends random crits actually trying to say RNG is bad >check poster count
ahh vocal minority boomer seethe thread, carry on
>dice is used in tabletop to have each individual dice roll result factor into how well a character performs the contextual action, with the requirement being how high that factor needs to be to result in a success >despite video games attempting to replicate this, there is never enough in the way of resources to dedicate towards 20 different variable outcomes with different degrees of success >"dice rolls" in video games often boil down to coin flips as to whether your character succeeded or failed in their action with no difference between results >the only thing "dice" adds to the calculation is the ability to sway the result numerically up or down with external factors
what should be really fun and interesting is arguably even less so now
D20 isn't bad for combat, it's there to simulate the chaos of fighting
However it's shit when it comes to skill checks. Because it leads to situations where your character is supposed to be an expert on something, but then he rolls a nat 1 and suddenly he's a moron. Or your character is a moron at something but then he rolls a nat 20 and it's an instant success. Because a d20 is only one die the distribution of probabilities is a flat curve, the odds of getting a 1 is exactly the same as a 20. The odds of you getting a nat 1 is 1-(.95), the odds of you getting a nat 1 at least once after two rolls is 1- (.95)^2, 1 - (.95)^3 after three rolls and so on. The more you end up rolling, the greater and greater the odds you eventually get a nat 1 which punishes you for strictly doing checks your character is built for, because it turns your character into a clown who inevitably autofails at things he's supposed to be good at.
This is not actually how tabletop is supposed to work IRL, in 5e there is no such thing as "Nat 1 = fail or Nat 20 = success" in the actual rules outside of combat. This idea is apparently changing for the new edition for DnD. If that's the case, d20 skill check rolls only make sense if they are reserved for genuinely unpredictable outcomes (ie the DM is not going to constantly ask you to roll, for things you should already be able to do) and if they're done sparingly to avoid the "inevitable auto skill check fail" problem This unfortunately is not how BG3 does it, as you're asked to roll for every little thing. BG3 tries to work around this by giving players inspiration that they can stack up to 4 but this is a bandaid fix when the real problem is you're getting asked to roll too often and the rolls should be reserved sparingly for things that are genuinely important and unpredictable. Worse there's no DM that exists to "smooth things over" if you get a number close to the DC, it is pass/fail. BG3 will spawn a shitton of bad DMs
They've already kind of backed off auto-success and auto-fail for checks in some of the more recent playtests because it accidentally made Bard way way way too strong.
The d20 for skill checks system makes even less sense when you consider that the player can just save scum anyways. In tabletop, the excitement from rolling a d20 is that there is no going back on it - once the results happen they happen. That tension flat out doesn't exist in BG3 or any game designed like it, and it never will because even if you intentionally try to restrict yourself from savescumming you know in the back of your mind that if you really wanted to, and if you genuinely felt like the game is treating you unfairly you could reload a save.
So taken altogether, the D20 is shittily implemented. Because the ways the rules are, being a Nat 1 instafail and Nat 20 instasuccess the way it should work is that d20 skill check rolls are done sparingly, for genuinely high risk situations with unpredictable outcomes that are actually meaningful, not for every little thing. If the DM is asking you for a skill roll it should be a tense, exciting moment. However in BG3, many of the rolls are not like that at all, a number of them just give you more context or lore or are ultimately aesthetic. At that point, you might as well just make them flat checks anyways. The d20 rolls as they are implemented now are just rolls for the sake of rolling, there is no substance or meaning to them in a RPG video game
>and it never will
It's pretty easy to make an unscumable game. You have the game roll the result, autosave and then show the result to the player. Even if he alt-f4's out the second the result is shown, it was already saved. People just don't make the games like that because who the frick knows.. I guess because most people want to scum, but it's easy enough to make it an optional mode.
because then you've locked people into gambling and there are people with self respect who don't want to be punished by a dice roll. this isn't complicated. if you had any form of brain you'd understand why this is a turn off for intelligent people. there's not exactly a line of geniuses at the slot machines, are there?
plus if you write a compelling scenario the player cares about, then force a choice, they want someone to live, but got a 1, after 80 to 100 hours of investment, that's shitty. you sell yourself and experience short.
This has nothing to do with gambling. I'm not staking anything on my RPG's. The act of rolling dice is not the bad part of gambling.
It doesn't matter if RNG is a turn off if there's no good alternative. Sure, rolling a 1 after 100 hours of investment sucks, but there being no chance of rolling a 1 removes the stakes, because they'll always live.
stakes = consequence. consequence should come from your ability to execute the mechanics of the GAME. not your ability to "stack the odds". You're the limp wristed pokemon drone doing 20000 runs doing calculations and shit screeching that you didn't get crit and feeling like you won. it's archaic and stupid.
and guess what? if you master the mechanics of the game and all the scenarios get played out, congrats. you mastered the game, time to move on and appreciate it for what it was.
the degree of restarting is in question. do you have a checkpoint or a level or do you have to turn the console off and on again? people with patience will bang their head against the wall no matter what. a good game and by extension a good experience teaches you to learn, adapt, overcome.
plus no. if you write a compelling scenario and then you've made a set of decisions leading up to it, you should be rewarded or punished based on those decisions. not whether you constantly pass dice rolls no matter what stage of thr process you're at. because otherwise you're teaching that the player didn't matter, the dice did. didn't choose to help the knight in chapter 2 when he told you it meant a lot? he remembers that when you needed help. not you need to persuade him to assist you in the battle and your persuasion is 5 but he needs 20 and you got a 20.
7 months ago
Anonymous
But you're putting the player in a repetitive purgatory of repeating the same actions over and over until they get sequence perfect.
You can say that there is no autonomy.
So, is it a choice between gambling and no autonomy?
I don't actually believe that. I'm just inverting the argument and showing you hoe ridiculous it is to make such an argument about video games.
7 months ago
Anonymous
OK, let's invert it another way. let's make a character with the shittiest stats possible. worst equipment possible. lowest chance to pass checks possible.
statistical probability of reaching desired endgame outcome is near 0, if not just 5% yes? now let's say a player makes this character over and over again and eventually, after 1000000 attempts, beats the game. did he really win? or did the dice win? how would you explain all those passed checks away? bumbling idiot savant magically saves the day?
7 months ago
Anonymous
>bumbling idiot savant magically saves the day?
As if that never happens IRL. I've met some absolutely moronic successful people.
>rolls over and over and increases the chances of getting a 1 >I swing my axe over and over, eventually I pull a muscle, or I suddenly get tired.
I don't know. That kind of checks out, so long as the game is long enough to mitigate the effects of the bad RNG.
>This is not actually how tabletop is supposed to work IRL, in 5e there is no such thing as "Nat 1 = fail or Nat 20 = success" in the actual rules outside of combat.
the thing is though. the DM shouldn't actually ask for a roll if success is impossible, or if failure is impossible.
->
in other words the only time you should be rolling is if a 1 results in a different outcome than a 20,
->
in other words, even with ability checks, a 20 should always represent some kind of success and a 1 should always represent some kind of a failure.
but there are lots of moronic tables out there, where players just shout out stuff like "I ROLL TO CONVINCE HIM TO KILL HIMSELF" and toss a d20 without the DM asking for it. and for that kind of table, it's important to note that 20 =/= crit success outside of attack rolls.
Also getting a nat 1 for a skill check is far, far shittier than getting a nat 1 in combat. If you get a nat 1 in combat you miss automatically, as long as it isn't a roll that literally means life or death (and if you reach that stage you've probably been playing like shit anyways) it's no big deal, you get to attack plenty of times just try again
If you get a nat 1 on a skill check and instafail, that actually says something about your character, what they know, how competent they are, etc. and you won't be able to do that roll again
If you mean specifically d20 MAYBE but even in games that utilize d20 you're never rolling the entire organic 20 there are modifiers to the roll. Games that use % are actually "dice rolls" in disguise just not 20's so again it's THE SAME system but brainlets can't comprehend this for some reason. If people don't like RNG make a game with 100% hit chance on every interaction and see how boring it is. Even pokemon has hit chances (with modifiers) and that's a necessary and good thing because then you can create inputs with high risk high reward and low risk low reward and situational use this is how you make interesting gameplay and this is irrefutable fact post an RPG that's been popularly received with 0 RNG I fricking dare you.
The d&d roll its so moronic in video games >you can only lift 100 KG(220 lbs), the X thing is 110(242) KG, you need a 10 roll for 10 kg >oh wait, you failed, you can't try anymore and you almost died
haha, every person can push past their limits, you don't need roll for that, but you can't argue with d&d morons, they still think about the one special game they had 20 years ago
because that garbage roll make things worse in rpg's >oh you failed a check ? time to fight with 20 people >you failed a perception check ? someone died >you can't jump 1 meter (3 feet) and failed the roll? your companion died
Only, and I mean ONLY thing, video games benefited from in comparison to tabletop is way faster combat due to automation of rolls and math itself. Minor combat scenario can take an entire session in tabletop, in comparison.
It only doesn't make sense if it's something obviously unobtainable.
But if you're struggling to move up in weight and you're reaching for that extra 5kg or something, then it makes tota sense.
I'd love to make an RPG that has no RNG, and I've cracked my skull on this issue plenty of times, but there's a reason most games still use it, and that's because there are no good alternatives outside niche application.
Either you come up with a better idea, or you take RNGsus dick up your ass and enjoy it.
Instead of dice rolls have your skills give flat number bonuses, the idea being that they would average out over multiple checks.
So for example increasing evasion gives you -10% damage because if you were attacked 10 times you'd dodge one of them.
All of this can be calculated beforehand and presented to the player so they can make an informed decision on what action to take next in combat.
>So for example increasing evasion gives you -10% damage because if you were attacked 10 times you'd dodge one of them.
But that's less realistic and more boring than the alternative
It's a video game, realism is not inherently a positive quality.
And the alternative is a casino where all your input boils down to skewing the numbers in your favor.
>It's a video game, realism is not inherently a positive quality.
Yes it absolutely is. That's why video games have trended towards realism through time.
Not really. Positioning, choice of targets, attacks, skills, items etc can change the outcome.
If you ever win a fight against overleveled enemies in any of the current CRPGs, do you try new things and come up with strategies how to beat them or just try the same thing over and over waiting for the rolls to go your way? In the end, whose achievement was it?
7 months ago
Anonymous
The problem is that there's simply a correct position and choice of targets you need to pick. Attacks, skills, and items are just numbers. >do you try new things and come up with strategies how to beat them or just try the same thing over and over waiting for the rolls to go your way?
Usually try different approaches, but I find that in most games this doesn't change much and I win by either coming back later or getting lucky.
7 months ago
Anonymous
Yes but you need to find the correct position and choice of actions. That's where the strategy comes from.
You can also have an unpredictable AI, that would create unique problems that you need to solve on the fly, you have a set of tools that you know how they will behave, but you can't always know what the problem will be.
7 months ago
Anonymous
>You can also have an unpredictable AI,
That's called rng
7 months ago
Anonymous
>You can also have an unpredictable AI
that would be rng lol
Yeah and it's different from combat dice rolls. You need some RNG in a game, otherwise you could write out an exact sequence of actions to beat it optimally and anyone could do it by following the guide.
Every strategy and tactical game has some RNG (map generation, loot, unit HP, behavior).
To-hit and damage rolls are just the worst part of it.
7 months ago
Anonymous
>reading the guide
spoiling yourself. learn the game homosexual
7 months ago
Anonymous
>You need some RNG in a game, otherwise you could write out an exact sequence of actions to beat it optimally and anyone could do it by following the guide.
Yes, that's exactly the point I made.
7 months ago
Anonymous
it really wouldn't. rng Black folk need it to be black or white or else they can't cope. chance to hit, miss, crit, fail, isn't the same as having made a bunch of choices with tactics, positioning, etc and then the enemy does something after you've set the circumstances.
7 months ago
Anonymous
If the thing the enemy does after you've set the circumstances if predictable, it's boring. If what the enemy does is unpredictable, RNG is involved, and we're back to square one.
Can you just shut up? You're a lot dumber than you think you are.
7 months ago
Anonymous
You want dice rolling, we want simulated randomness, we are not the same.
7 months ago
Anonymous
No you absolute smoothbrain, a dice roll is just one of many ways to achieve simulated randomness. It doesn't fricking matter what you use, toss a coin for all I care. The result is the same and so is the conclusion, you need RNG in RPGs.
7 months ago
Anonymous
There's a difference in adjusting to a randomly generated situation and pulling a lever on a slot machine.
7 months ago
Anonymous
Wow great good for you
7 months ago
Anonymous
No there isn't. Someone pulled the lever and you adjust to the results.
7 months ago
Anonymous
adjust how? the results are either reward or no reward. there's no input on the part of the player. anyone can pull the level. not everyone can respond dynamically to outcomes from positioning, tactics, and whether or not they win or lose.
one thing that hasn't been brought up is divinity os: ll. there's a lot of RNG in that game with hit chance etc. but larian lets you figure out how to cheese and overcome a lot of the circumstance thats presented to you. i dont know that there's a single complaint about the cheese tactics because if you stay off youtube and stop spoiling yourself the discovery and execution of your strategy is far more fun than gaming the dice.
7 months ago
Anonymous
You seem to be talking about fail or loose dice rolls specifically?
7 months ago
Anonymous
the role playing comes into effect here. if I have rangers who have the high ground then yes the ai responds one way. if it's fighters it's another. the problem is you need a dressed up illusion of mechanics to feel like you did anything because you are incapable of enjoying something without the dice hanging in the background.
7 months ago
Anonymous
>You can also have an unpredictable AI
that would be rng lol
7 months ago
Anonymous
Positioning is always the same.. sturdy guys in front. Choice of actions has some space to play in, but I find I struggle to make the choices not glaringly obvious. Even in a complex counter system like Pokemon, it doesn't take long until the player picks the optimal choice every time. And of course as the others pointed out, unpredictable AI is a dice roll.
or you could have like "dodge points" that can be spent at will, or you could have an ability that says you dodge every Xth attack or all attacks with attack bonus less than value Y.
there are plenty of ways to do accuracy that are deterministic but most of them feel a lot faker than RNs do which is why most RPGs use them imo.
Koreans will ruin every single RPG/Strategy game that doesnt involve dice rolls/rng.
They will crunch the numbers, optimise everything and invalidate the "Role playing" part of the RPG. The genre needs dicerolls
>Koreans will ruin every single RPG/Strategy game that doesnt involve dice rolls/rng.
If it's a single player game i don't see how they can ruin the game for others
No, the game ruins it for you. If the encounter's numbers are too high, you're fricked. So all the game can do is make every encounter harder in line with the player's stat progression.. at which point you might as well watch a movie, because you're gonna win every time. The only way to mitigate this, is puzzle based combat, but at that point you've become a puzzle game, and stat progression has become completely obsolete to your gameplay and you cease to be much of an RPG.
>The only way to mitigate this, is puzzle based combat, but at that point you've become a puzzle game, and stat progression has become completely obsolete to your gameplay and you cease to be much of an RPG.
From my experience, most RPGs inevitably become this towards the endgame
Because single player games arent competitive, the entire draw is figuring out fun and strong builds for yourself. Its like a puzzle.
But when other players have already broken and solved the game, the devs either have to accept that the game is shit because the optimal choices are already made for you and it isnt much of an RPG anymore, or they have to be in a constant race with the autists to beat their builds.
One part that is stupid about dicerolls are critical successes and failures. 5% to break the game and do something beyond your characters actual capabilities is just way too high. If you wan to keep it for the fun of it, I'd recommend at least lowering the chance. Like after rolling a 20, you roll another d20 and have to roll above 15 to confirm the critical success. That makes the chance around 1%, not nearly as common.
I really doubt that the guy calling people hamster brains will appreciate it, but for anyone interested in the question of why randomness is used in games (specifically d&d), might I recommend the following video
You should randomize the world, the enemies and the MC's body. The MC's mind and their actions should never be randomized, but up to the player (unless you're roleplaying mental illness I guess)
Is there a mechnic where you are immune to rolling 20s and 1s? Would make it more intriguing and make more sense in places where you cannot extremely excel or fail
normally in the tabletop game you can choose to pick the average score instead of rolling for a result for skill checks. For example, you decide to pick a 10 for an ability check to climb a wall, knowing that your character is good enough to do it with that result.
I think something like this could be added for combat, allowing you to pick the average roll for your damage (so instead of hoping every time that you get a 8 with your long sword, you just decide to settle for a 4)
Give players random cards and they can use them strategically to overcome challenges. Even with a weaker hand you know what you're working with in advance.
You can have some cool resource management dynamics that allow you to win even with a bad hand if you play well enough. And ideally players could affect their own card pools. I just think cards enable designs where random chance isn't as abusive and polarizing as it is with dice.
that's because both players are working from the same starting point of RNG. i dont know my hand, you dont know yours, but we're going to adapt to the circumstance. plus, you can have the better hand and still play badly, make bad decisions, or get led on with mind games. that's what makes it exciting, because outcome is player dependent, with the exception of hearthstone.
what diceroll Black folk fail to understand is their outcomes are not a result of anything they've done, they may have stacked the odds (which they feel like is the "game") but they really only won because they DIDNT get unlucky. at that point the game becomes about stacking advantage against the dice, and its a positive feedback loop with no end. how people get pleasure from this system is beyond me.
Dice rolls only exist in TTRPGs as a substitute for mechanical skill. You don't need it when you have any kind of gameplay that depends on execution or reflexes.
Why can't we have both? Why does every monster in Monster Hunter play the same? Why can't we have some randomized Zinogres that are more clever and agile than the rest?
Have you tried not playing D&D?
The "dice" meme has been integrated in every rpg game since the 90s and its been a disaster for the genre
>its been a disaster for the genre
Do you mean for vidya or tabletop? Also
>role-playing game game
We are on Ganker, obviously vidya
>Also
>>role-playing game game
None of this inherently requires RNG
anon was pointing out that "rpg game" is redundant because the g already stands for game you braindead mouthbreather
someone's mad about the words on his lcd display
>Do you mean for vidya or tabletop?
Both funny enough. 5e has been a fricking disaster of an edition and has invited the most lowest common denominator that wotc can abuse the frick out of the player base in ways that they simply couldn't with the old guard. It's why they even dared to do the OGL change, because they were banking on all the new blood being too fricking stupid to give a frick about what the old guard says
Op is the perfect example of new blood.
To be fair, old guard is pretty shit customer demographic, because they still play old editions and would not move on anyways.
Nor should they. Tabletop RPGs are not video games where you have to chase the latest thing. If it works for your table then it simply works. After all, you're not really buying a complete product so much as the toolkit to make your own adventures with.
Not so much anymore, really. All those companies are trying to clamp down hard on house rules and enforce uniformity across the customer base.
In case of WotC it is because they really want to make D&D into a live service where D&D players would pay them monthly rent for their hobby.
>old guard is pretty shit customer demographic
It's a balancing act. Your old guard are your core consumer base. They're loyal. Want to know how badly you can frick up a transition? Look at the newest saint's Row. It was so bad it shut down the studio.
It's different in TTRPGs. Old guard has their B/X, AD&D, 3.5 or whatever else their eternal system of choice is.
They just want more supplements and content for those systems, which is at odds with corporations doing business, who want to expand their demographics and sell new editions. TTRPG oldgays started actively rejecting new things long ago. You could make the most based new D&D edition ever and most of them would never even consider buying it.
just release remasters for them every decade. you'll never recapture the magic of their youth anyways. let the core game move on
it's ez money and it helps the company and new players stay grounded
>5e has been a fricking disaster of an edition
I agree, fellow fa/tg/uy, but it certainly wasn't because of dice or rng mechanics: I'd argue it's impossible to find an actually successful TTRPG without any dice at all.
Like other anon said, there's the card ones, but that's just RNG through a different medium.
NTA, but well it certainly a difficulty to remove the dice, it certainly can be toned down. 3d6 for example, has a way higher curve towards an average roll than a d20.
How are criticals handled in a 3d6 system?
https://anydice.com/
most people I've seen use 16+ is crit if they roll 3d6 attack rolls. because on a d20, "at least 20" is 5%, and on 3d6, "at least 16" is ~4.6%. (and autohit only on 18.) see above website.
but if we're talking about 5e d&d, I wouldn't recommend using 3d6 for attack rolls and saving throws because it throws off a lot of balance stuff and makes AC stacking more effective than it otherwise would be. however, I have switched to 3d6 for ability checks in specific (not attack rolls or saving throws) and if can recommend that wholeheartedly
Thank you. I was sitting here mathing out what I thought might be the best way to handle it.
It's definitely not a perfect replacement, like you were implying, but there's something here that I like. I'm gonna try to use it in a game and see how it flows.
also why the frick is this graph in increments of 3.75
that;s so confusing
>5e has been a fricking disaster of an edition
By what fricking measure? The width of your butthole?
fa/tg/uys think that if it makes them seethe then that means it's a failure.
although, I suppose there is one objective metric by which 5e is doing much worse than its predecessors, which is the fact that they hardly publish any books compared to the old days and what they do publish tends to be kind of vague.
in the' 90s and '00s they published tons of books about settings and lore and shit like that. ostensibly they were supposed to help you run campaigns but a lot of people just enjoyed reading those books for their own sake. those people have good reason to be annoyed with 5e because wotc apparently doesn't give a shit about that kind of publishing anymore.
Lore rape reasons alone is enough in my book but we can get into the absolute dogshit design choices too like bounded accuracy. If you think something being a financial success means the product is good you can just kys for our sake
bounded accuracy (for attack rolls and saving throws) is a good idea
and so is concentration
>Lore rape reasons
lol
>absolute dogshit design choices too like bounded accuracy
Explain how you think this is "absolute dogshit" without sounding like a fricking sperg. I'm curious to hear this.
It's basically a watered down 3rd edition. I wouldn't call it bad, but it's very boring compared to previous editions and everything feels very "designed by committee."
What RPGs don't use the dice rolls?
Was there any in Witcher?
Not an RPG, or a good game
>Not an RPG
Factually incorrect
>or a good game
Irrelevant
It's an action game with a pre-made protagonist, where's the roleplay exactly?
you're roleplaying as geralt, the witcher.
I roleplay as master chief when I play the action rpg, Halo.
yes.
you don't sound like you would be an expert on the matter.
Every Witcher was dice rolls disguised as action combat, except 1 wasn't really trying to hide it.
Ever wonder why you oneshot lv 5 drowners but lv 30 drowners backstep your every swing, even though your sword clearly went through them?
In dialogue?
Obsidian games, not sure about Arcanum and PST.
It had variable damage on weapons but it doesn't really constitute a dice system that way.
Arcanum didn't have random checks in dialogue, but it didn't show you what dialogue options actually come from attributes and abilities and lead to better outcomes, and player had to go with intuition.
Anything value that's variable can be attributed to a dice roll.
>variable damage
>not dice
Nice doublethink, anon.
>In dialogue?
>Obsidian games
This depends, all of their D&D games have you roll for ability checks, while something like Fallout or Pillars of Eternity does not.
>Arcanum
Does not roll for skill checks.
>PST
This does roll for skill checks.
Any game that doesn't involve RNG, so not a lot I suppose.
Even your average JRPG has dicerolls, I present you a d25 in Pokemon
There are none. Even action RPGs tend to have dice rolls in the background for calculating damage, determining whether a hit is a hit/glancing blow/crit and so on.
There are a lot of games that don't use them for skill checks however, Fallout being of course the most notable example.
The ones where you draw cards instead?
What cards you get it literally a dice roll, just in the background.
Shhhhhh!
Kids don't understand what's happening behind the scenes if it's not absolutely displayed in front of them.
If the card comes into play immediately as it's drawn then yes, but if you have a hand or other way of storing cards then it's at least a bit more complex.
What your hand looks like is still random anon. You could simply roll 5 dice in advance and choose when to apply the roles.
Eisenwald has no RNG in combat. Pretty solid tactical RPG with a comfy setting.
More like Heroes, King's Bounty and Disciples.
More like King's Bounty or turn-based Mountain Blade than the other 2, but yes, those are still RPGs.
boring ones
What exactly is your alternative? Predictable outcomes make for boring gameplay.
this, but
>Predictable outcomes make for boring TURN BASED gameplay
see: divinity os
Sure, in action games it doesn't matter, because they're about twitch skills instead of mental skills.
Dice rolls are present in shit like bullet spreads and maybe even variation in damage values
Sometimes, not always. Either way, if you have a turn based game, everything will go as planned unless you add random elements.
Into the Breach and Militia 2 are good examples of great turn based games where there is zero RNG in combat and tactics, but there is still randomness in enemy placement and enemy spawns which is where emergent elements come in.
Didn't play Militia 2, but Into the Breach is basically a puzzle game, that wouldn't exactly translate to a typical adventure RPG.
games where you don't know if your character will fail to shake hands make for moronic gameplay.
To be fair this, even most tabletop games made by and for actual functioning human beings treat skills as something where having good skills mean automatic success on something that isn't actually hard. Rogue that can pick locks should be able to pick most locks without having to roll. Outside combat rolls should be reserved for low skilled/unskilled attempts and for remarkable feats of skill.
the common denominator might be an issue here but maybe stop playing with stupid people?
Deterministic outcomes are preferred by more people.
Name a turn based game that does this and isn't boring as frick.
>Predictable outcomes make for boring gameplay
>play fighting game
>but sometimes you stop in the middle of a combo because your character got a cramp out of nowhere
>play FPS
>but the gun shoots around the guy you're shooting at instead of at the guy and then instead of throwing a grenade you drop it at your feet, randomly
>play action game
>but sometimes your character drops your weapon and refuses to attack because he got tired of killing
>play platformer
>but sometimes you trip for no reason
>play racing game
>but sometimes your steering controls get reversed because the driver failed a dexterity check
>play ARPG
>but sometimes your character just refuses to pick up loot because he's tired and teleports back to the city on his own
yeah, that would be fun
Key difference is you're not YOU in RPGs. You're supposed to inhabit a character with complex skills and abilities not necessarily possible to directly convey. Hence why they're governed via stats.
Those are all skill based games. They also have random elements either way, your opponents in fighter/fps games, enemy AI in others.
Now imagine an RPG where everything you try to do just works. How is that interesting?
you're assuming a maxed out character in all stats doing everything. if I have limited points, but max my strength, I shouldn't fail to move a small rock because I got a 1. and then be locked out of moving the rock again because of some arbitrary crap. what was the point of making a specialized character then? I should just minmax my path and savescum to move the rock.
>I shouldn't fail to move a small rock because I got a 1
critical fails on skills are a shitty bg3 homebrew
My group has been playing with crit successes and failures for years to great success. In my experience they are super rare. Not sure why it feels so common in bg3. Theyre also in the 5e book
Sure, that's just a matter of auto passing low skill req actions.
Of course they are. Mind games are a thing for a reason. Two players of equally high skill don't just smash into each other until one of them makes a mistake, they try to trip each other up by doing unexpected shit.
OK but that still isn't random chance. and you can still fail on a 1 which is a 5% chance. also, mind games are not a "random factor". You're not guessing. you're taking input from factors, making a decision on what you see, then taking an action. the speed of these factors taking place, your perception, these are individualistic and owned. not random chance
crit fails are a bg3 homebrew thing, not an actual tabletop mechanic
I haven't played much DnD, but we've always had that rule. 1 crit fail, 20 crit success, no matter what you're rolling.
Yes, but botches have existed since forever.
From D&D Basic rulebook from 1980.
Lmao the very sentence preceding this is pic related.
Funny how homosexuals never post it.
Actual problem is modern players are certain the DM won't kill their characters.
No, many times you are guessing, it's not all reaction. Your opponent has several options and you have to predict which one he'll choose or you'll be too late to counter it.
only in starcraft. and your reaction has to be executed well. you act as if you predict the mind game and win.
I had fighting games in mind actually. I didn't say prediction was enough to make you win, I'm saying the unpredictability of your opponent is a random factor. The gameplay in Starcraft nor Streetfighter is totally reactionary.
What system are you complaining about?
BG3 might have crit fail/success on skill checks, but the system it's based on (D&D 5e) actually doesn't, that's a houserule they added.
In fact I'm not aware of any TTRPG systems that have crits affecting skill checks.
BG3 has a lot of the really bad house rules people use. Honestly I was mind blown when a former 3E/3.5E designer told me at a con game that rules as written don't say nat 20s are auto success, just automatic crits. You can still fail the check or fail to match the AC in some scenarios but that's usually outside of the normal table's play range since ACs on average hang out around 15 to 17 for levels 5 to 10 even with AC boost spells and conditions.
You know very well why those are a thing.
The critical success/critical failure house rule has been around longer than critical role anon. You can find debates on critical success and critical failures going back to before the thief was even official.
the opponent is a not random factor. they present with a level of skill, you meet it with your own. that's not chance moron.
welcome to 6 years ago. (spoiler: it sells)
outcomes make for boring gameplay
>>play fighting game
>>but sometimes you stop in the middle of a combo because your character got a cramp out of nowhere
You're a moron. In real life it'd be more like
>play fighting game
>but sometimes you stop in the middle of a combo because you fricked up your inputs or your opponent was a tad too far for the next link to connect
Or you just fail to predict your opponent who choose an inferior action because he knows you think he'll do the superior one.
No, but that's all part of predictable outcomes, which is boring.
We're adding an unpredictable element, the cramp, to make gameplay exciting
You can't predict exactly where your opponent will be when you begin your combo. Sometimes you graze them, other times you hit a button too late. Consistency isn't a given in fightan and you'd acknowledge it too if you weren't a pedantic sperg splitting hairs.
>I need the constant threat of novelty and random circumstance to pay attention and care about the game
Here's what you don't understand: in a skill-based multiplayer game, where timing and precision are relevant when it comes to your inputs, you don't need mechanical RNG, because the other players are providing the unpredictability. Yes, you can learn to better predict what they're doing, but ultimately you can't read someone's mind, and they can decide to go complete off base.
But consider this for a moment: if fighting games didn't have multiplayer, and they just had you playing against the computer the entire time, would any sane individual play them? Of course not, because playing against the CPU is boring as shit.
RNG is meant to simulate that unpredictability in a turn-based situation. You miss, because the enemy moved in a way you weren't expecting, you hit because you correctly predicted the enemy, etc.
>RNG is meant to simulate that unpredictability in a turn-based situation.
RNG rolls feel less like simulating variance and more like "whoops, sorry, the computer decided to read your inputs and do an impossible parry no human could pull off. tough luck pal!"
>"whoops, sorry, the computer decided to read your inputs and do an impossible parry no human could pull off. tough luck pal!"
You mean, like something the computer actually does in a lot of games that don't rely on RNG?
Guess dice rolls are a very accurate representation then.
>Guess dice rolls are a very accurate representation then.
No, because people can't suddenly pull frame-perfect inputs and read your mind like the AI can on demand. Hence fighting game AI feels awful to play against.
>nobody fights the cpu
now you're being moronic for the sake of it. cpus are capable of acting in unpredictable ways, and when they can't, they get a mechanical advantage over the player. tell me you didn't learn to kill godlike bots in unreal without telling me you didn't kill godlike.
No they're not. They're bound to the system of their programming. Given enough time, you can perfectly predict the actions of CPU enemies. This is especially obvious in fighting games, because computers suck at them.
>if fighting games didn't have multiplayer, and they just had you playing against the computer the entire time, would any sane individual play them?
yes, they would. They, in fact, do.
The fun of fighting games isn't in the ability fight enemies you can't predict, it's mechanical execution. Mastering the mechanics, controling your frames, making the best use of your hitboxes, and utilizing them in a fight. Not to mention, you can control and limit any "unpredictable" outcomes through gameplay and react accordingly.
>>play fighting game
>>but sometimes you stop in the middle of a combo because you fricked up your inputs or your opponent was a tad too far for the next link to connect
Those are still deterministic.
The game doesn't lie or obfuscate anything from you. You just didn't know that it's something that can happen in that situation. Should the exact same situation present itself it'll play out the exact same way if you do the same actions.
Actual RNG in fighting games is random stun values in SF2 or item throw characters etc.
Raw RNG sucks ass
A bell curve distribution would be better. Semi-random, still has crits and whiffs, but for the most part reliable.
Smooth sailing the RPG? Fun.
grinding trash mobs for anywhere between 10-100,000 kills is not fun moron
Neither is exactly every 50,000th trash mob dropping the bear butt, double moron. The grinding is the issue in that scenario.
There are no dice in any Final Fantasy bro
>FF
>pokemon
read
and stfu. the adults are talking
Both FF and Pokémon has dice rolls so they aren't even right
Dice are just a form of RNG within certain parameters, anon. Form doesn't really matter.
why are you trying to do this to my boy Setzer bro.
> Critical hits are d% rolls.
Frick you b***h.
That's not true at all. Since the 90s we've seen more and more so called "RPGs" with action combat, platforming and other shit that has nothing to do with simulationist game design. Actual dice and turn based RPGs, like gamebooks have been in a decline.
name a single non-D&D or pathfinder game that does this
shadowrun
>dude, let's just remove all randomness from RPGs
That's how you get people like
who immediately start screeching about something not being a real RPG. Funnily enough, this is the one time I actually agree with them. If you remove all randomness, you effectively end up with something that's either a visual novel, a moviegame, or an action game, not an RPG.
Dice rolls have been part of computer roleplaying since the very beginning around 1980 owing to it's origin as an adaption of the mechanical aspects of pen and paper games. Fricking zoomers.
yeah, that is why the absolute lowest state of RPGs was shit like andromeda, with all its granular rules and dice mechanics, and now the most celebrated RPG right now is DivOS3, which did away with all that.
It made sense for tabletop games and basic/turn-based vidya that lacked any further ability to recreate skill proficiencies, so I'll defend it there. Beyond that I pretty much agree with you, it's just a dev-crutch.
RNG simulates reality. The more realistic the RPG, the more immersive it is.
no, it doesn't, stop saying this. if I tell you to bench 315, no 5% roll is going to save you.
Yes, RNG does simulate reality. No matter what you bench, there is variability in the success of your efforts in any one benching session, for reasons you are unaware of.
if you had ever been to the gym once you would realize how fricking stupid this is. try going and seeing how successful you are under some real iron, pussy.
as for you, I'm nearing my limit and we've gotten nowhere. as is our way. I will say this. being lucky and being moronic is not real success. false dichotomy mostly equated with money. and you'll find that lots of those moronic wealthy people sold their souls for what they have. in a way, that's not luck.
>if you had ever been to the gym once you would realize how fricking stupid this is. try going and seeing how successful you are under some real iron, pussy.
So you're saying that every trip to the gym for you is the same?
variability in effort =/= uncontrolled outcome as a result of forces outside of my control. gravity is the same every day. 315lbs is 315lbs every day. and I bench 345 so yes, I am successful at it every. single. time.
>variability in effort =/= uncontrolled outcome as a result of forces outside of my control.
Which is why no action in any rpg is left up to a dice roll is it? Ever heard of a stat sheet? Dumb c**t. Do you even understand what the word variability means?
>315lbs is 315lbs every day. and I bench 345 so yes, I am successful at it every. single. time.
It sounds like you aren't judging by your defensive attitude
if gravity was different on Tuesday as opposed to Friday, then yes, that would affect my performance and would be outside my control. if I go to the gym and fail to bench the bar because of gravity, that's not my fault. its a shame we're on Ganker and I can't drag you to the gym to watch a real man move real weight. please continue to cope and convince yourself I'm lying and that I wouldn't embarrass you by virtue of just standing near you in public.
Why are you trying so hard to assert your ability to lift weights over an argument that has nothing to do with that? Are you a poof?
>I'll call him gay and undermine his sexual market value, now he can't steal the women away that don't want me!
I am the guy she tells you not to worry about. and yes, she does choose me over you. every time.
I'm not going to frick you anon
>which is why no action in an rpg is left to chance is it?
you should ponder how fricking stupid you sound. variables can't be explained away in a video game only tabletop.
I'll ponder what the frick your post even means, ESL
>I'm nearing my limit and we've gotten nowhere
Correct, because you're a utopian thinker who's irrationally angry at RNG but can't provide a proper alternative. Also souls don't exist, most of those people just got lucky.
and you're a gambling addict who's resigned to dice rolls and has lost his self respect in favor of the pursuit of endless novelty.
BRB gonna make 1 million selling my butthole to a Dubai prince. Can't wait to feel lucky later.
>BRB gonna make 1 million selling my butthole to a Dubai prince. Can't wait to feel lucky later.
This sounds like something you'd actually do if it had a predictable outcome
Gambling implies stakes anon. I don't wager anything on playing an RPG. Again, I don't like RNG, but there's no alternative that's not predicable and therefore boring.
the stakes are winning and losing. you lose the combat encounter from a miss or you win from a crit. how do each of those scenarios make you feel?
>Gambling: "the practice of risking money or other stakes in a game or bet".
What did I gamble anon? The only answer you could come up with is time, but I wasn't expecting anything in return for my time, so that's not a gamble either. It's not gambling just because both involve chance, stop doubling down when you're wrong.
so your time is worthless, expendable, and amounts to nothing when spent, just like your focus, attention and concentration? get some self respect, self hating Black person. stop trying to convince yourself you beat the game. you didn't. resorting to high ground moral superiority shit has to be the most pathetic thing ever. hamster brained gamblers, all of you.
>so your time is worthless
No anon, but unless I'm putting my time up as a stake in hopes of gaining a return on its value, I'm not gambling my time.
You're not gambling your money when you buy a hamburger, you know exactly what you lose and gain. When I play a game, I lose time and gain entertainment, same thing.
but when I lose an encounter because of a flat 5% chance to miss and it happens 4 times and I wipe, what would you call that if not imposed gambling? my efforts were wasted. dnd Black folk just need their games to match up to their real lives. "I did everything right and I just failed for no reason oh well!" frick off.
Yeah, and if I bake a delicious cake and trip over a loose tile my efforts are also wasted. That doesn't make baking cakes gambling.
stop using real life analogy to explain RNG in video games. it doesn't work and its stupid.
You don't work and you're stupid. Now stop wasting the time I'm investing you filthy slot machine.
i accept your concession.
Good, now frick off.
im still here. you seem to lack the power or agency to do anything about it, pussy.
I can simply ignore you, starting now.
>needs to anxiously get the last word in
absolutely pathetic
> if you had ever been to the gym once you would realize how fricking stupid this is. try going and seeing how successful you are under some real iron, pussy.
This is some of the gayest "internet tough guy" shit I've read on here in a long time.
Go ahead. Tell us about your confirmed kills and military service.
t. limp wristed pussy who can't bench 1.5x his bodyweight. post body
even top strongmen see variance in their lifts, mr valedictorian
You don't have a 5% chance to fail at everything you do in real life, for some things you do the odds of failure are so small they aren't even worth talking about. Like if everyone had a 5% chance of getting in a lethal car crash every time they wanted to drive, regardless of experience, state of mind, habits, etc then that would be catastrophic, no one would drive a car.
>Like if everyone had a 5% chance of getting in a lethal car crash every time they wanted to drive, regardless of experience, state of mind, habits, etc then that would be catastrophic, no one would drive a car.
Then change it to 0.1% you fricking moron
RPGs are cancer in the first place. So their death should be something that's celebrated. I hope every RPG turns into turn based dice rolls just so they can keep their players to themselves and prevents them from invading other genres and vice versa.
Go play a real video game.
There are more systems than visible stars in the sky.
I don't even really know how to start enumerating them. And yet I like almost all of them better than the venerable "d20 system". There are a number of reasons for this, ranging from the d20 itself and it's large, flat number range, to the binary succeed/fail check results, to the various other pieces of baggage like the fact that Ability scores do nothing except generate "modifiers", levels, and big piles of hitpoints, etc.
A few other systems that I enjoy:
Tenra Bansho Zero; Set in a slightly gonzo scifi-fantasy magitech warring states Japan, uses d6 dice pools generated from an attribute, with target numbers determined by skill. Lots of interesting genre appropriate stuff, and a mechanism that directly rewards players for evolving their character's goals and personalities.
"Apocalypse Engine" games; Often inaccurately called "PbtA games". Simple 2d6+stat with categories of miss/success with complications/full success. Very specific in what you roll for and what results can occur, with each game having its own set.
Forged in the Dark games. d6 dice pool equal to a 'stat' plus optional modifiers. Take the best die. Fail/Success with complications/full success/critical success. Lots of ways for players to mitigate consequences with resource spends.
The One Ring; Very unique dice pool system of d12+some number of d6s. Degree of success based on number of 6s rolled. Extremely thematic skills and corruption system.
Mouse Guard; Once again a d6 dice pool game. Doesn't really even have 'failure' in most cases, only complications and success at a cost.
Oddly, that was a lot of d6 games, but there ya go. A Very, VERY small sample of some cool systems.
if they're so good, where are the video games? Name them (on a video gaming board)
Jank Tunnels & Trolls (first major D&D alternative originally made in 70s) SOVL from 1990.
That's not even accounting for games that DON'T use dice at all.
I dislike Nobilis because it's a gateway drug into LARPing.
I just want the combat that neverwinter nights had. That’s literally all I’m asking for.
>dice rolls
:^(
>dice rolls in "real time"
:^)
Literally the same thing but faster and with larger modifiers.
Roll playing game
>h-hey i just want to tell you this important new info which will completely transform your opinion
>dice roll with either 50% or 25% chance of success
>yeah sorry you rolled an 9 but needed a 15 so i am not interested in what you have to say and i reject all logic and reaeon
I never got this about RPGs. If I fail a perception check, why the frick can't I just do another one 2 seconds later?
I mean, If I suspect something shady is going on, I'd keep looking instead of suddenly changing my mind and deciding everything's fine.
Because it would just lead to players rolling over and over again until they "win" or at least see it that way. It would grind the game to a standstill.
>Because it would just lead to players rolling over and over again
Too bad, that's how reality works.
>about to buy car
>price seems to good to be true
>I do an inspection and nothing is found
>I do an inspection and nothing is found
>I do an inspection and nothing is found
You get the idea. Only autists do the same thing over and over.
The check represents the success of all your efforts over time.
A good dm will not call for a check on something that is guaranteed to succeed over time when time is not a concern however.
>why didn't you see that hidden passageway? Just look again until you see it, LOL!
You're not gonna keep looking unless you know you're looking for something.
just let me use the meta knowledge of dices being rolled to min max the roleplay situation, you homosexuals
>mfw eternal dilemma of whether players should just roll their diplomacy skill or actual roleplay the situation
my 5 CHA character is as charismatic as I am (very)
>mfw eternal dilemma of whether players should just roll their diplomacy skill or actual roleplay the situation
both
some players wanna roleplay, some dont
either playstyle is viable
sometimes you can just use the systems the simulate dialog and interaction
"I spend a week in town and try to purchase a magical item" "roll persuasion etc"
if the scene is played out (with character dialogue being spoken by players) what they chose to say can grant a bonus to the roll, in 5e advantage or disadvantage for example
what's fundamental is that the character's abilities always influence the outcome
tabletop sessions give extra experience to people who roleplay well or even immediate roll bonuses if they decide to act out the interaction
I usually make people that want to metagame dice spam until they get 17+ rolls actually roleplay the entirety of what they're trying to do while also increasing the DC for every attempt. It's always fricking Paladin or Warlock players too that want to be smart asses about it too.
Fricking hate Paladin and Warlock players no matter what system we're playing. You got caught lying to the mafia guy. He's not going to suddenly buy your next lie, and he noticed you scoping out the room already.
I like to give bonuses to players that RP it out anyway before rolling though or lower the DC.
Just for you I say that you didn't bend your knees when you were lifting, didn't take off your bag that combined with your items and armor already reaches almost 250lbs in shit you're carrying, and you threw out a disc in your spine and now have half movement and take 3d8 damage that can't be recovered via short or long rest until you get serious treatment by someone or rest for 4d4 months.
Characters in tabletop often have a maximum weight they can carry, push, and pull in their stat sheets. Even D&D has this shit still.
again, this is tabletop. in video games, where is this consequence from chance applied and where is the method to adapt to it? In theory, I like your thought. in practice, I fail, nothing happens, I feel cheated by a computer.
play with a Dung Master that let's you do that, moron
>perception check,
This is specifically a case of where DM shouldn't give you the number to beat and be expressive, yet vague with his description. Perception check should never across as something you've succeeded or failed at. After all that hallways doesn't APPEAR to be trapped.
>I never got this about RPGs. If I fail a perception check, why the frick can't I just do another one 2 seconds later?
holy shit are these the zoomer morons invading dnd after bg3 came out?
The check is representing your total efforts
IE you roll strength to open a door, you fail, then the DM rules that this door won't budge no matter how much you try. You'll not be asked to roll again, nor will other people be allowed to pile on strength checks unless the DM is a homosexual.
This is something you can do in roguelike games I've noticed but the way they do it is that you spend a long time searching so after a few searches you end up starving.
Shit like "percetion check's" are a stapled-on addition to the cargo cult editions made by unrelated people.
The way I headcanon it is that the perception check is whether you notice that there's anything out of the ordinary warranting further investigation in the first place.
Because tabletop to video game transition is awful. You need a GM, REAL PEOPLE, to shape the game.
Why? Never played a tabletop, but why can't a CPU do it.
Because it's a robot with no feel for drama or fairness, that lacks the ability to improvise. If you want to look under a rock that wasn't intended to be looked under by the developers, the robot will ignore your request, while the GM can allow an endless ocean of possibilities to be under that rock.
I can look under the rock in Minecraft though
Yes, and what you'll find there comes from a limited list of options.
No? Most players will never find all of them, or even most of them
The things you can find under that rock are a list of blocks, or a hole that leads to a list of encounters. That's a pretty limited number of things.
I don't get your point
Is DnD bad because I can't find a Lamborghini with weed in a dungeon?
No, a real DM is good because you CAN find a Lamborghini and weed in a dungeon. You can't find that in a video game, because the devs didn't program it in.
Lemme simplify:
CPU:
>Only knows what was pre-programmed into it, results are limited
Human:
>Knows everything it has ever learnt in it's entire life, results are still limited by the human's ingenuity and intelligence/creativity, but vastly, vastly, VASTLY more results
Then we come into the idea of an AI DM and shit gets real
everything it has ever learnt in it's entire life
STOP METAGAMING REEEEEEEE
Because you can program for only so many scenarios and situations.
Play one tabletop game. The DM has to make so many optional scenarios because the players aren't going to follow the script, and even then he has to improvise 70% of the time.
because vidya have fixed stories and the AI can't magically pull new storylines out of its ass like a real person can. do you have brain damage?
Minecraft and modded Skyrim prove you wrong. Obviously video games aren't a second life, they can't simulate a universe but if that's what you expect/want for some reason then you're moronic
>DM: You notice nothing out of the ordinary
>You: just for fun, i throw a fireball down the hallway anyhow
Simple as.
It do be like that sometimes
it's a sign of a moron DM to call for a Persuasion check in a situation like that
situations where a Persuasion check makes sense:
>trying to convince someone who is suspicious of you (truthfully) that you mean them no harm
>asking for a favor or a pardon
>saying something along the lines of: "c'mon, pleeeease?"
situations where it doesn't make sense to call for a Persuasion check:
>the PCs have just conclusively demonstrated that the NPCs best interest is served by doing what the PCs want but the DM thinks the game isn't fun unless you roll the stupid fricking plastic polyhedron
I see the same shit happen with Intimidate all the time, too.
makes sense:
>making an enemy back down from a fight before it happens
>scaring somebody in a civilized social situation where immediate physical violence is not possible, eg a conversation in a crowded public place
does not make sense:
>the party has just reduced all of the goblin's friends to ash and Grog the barbarian is removing the last survivor's limbs one at a time while the Cleric repeatedly heals/revives him, but oops Grog can't roll above a 3 tonight apparently so somehow the goblin is not intimidated
> In old school D&D you could do persuasion vs aggressive foes to make them stop trying to kill you and negotiate instead.
> Modern D&D: Rolls for everything.
in old d&d you had the reaction table, so monster behavior was based on a dice roll from the very instant the PCs interacted with them
You would have to initiate the talking first or they would just attack you as soon as combat started if we go by B/X. Their morale could also break during combat and was suggested if half dead they check and if fail flee etc.
I still don't understand why D&D hasn't incorporated an actual system for pack mechanics or morale beyond giving advantage when nearby each other. One of my players just did 43 damage to the enemy leader/captain and eviscerated him; shouldn't all the minions be fricking freaked out?
At lot of TTRPGs don't have systems for this either unless they've got meme lovecraft sanity meters.
Rolls for everything is a table thing. The DMG straight up says you don't need to make people roll for everything. At this point they're going to have to make passive versions of every check because bad GMs and bad players think you have to roll for everything.
>I still don't understand why D&D hasn't incorporated an actual system for pack mechanics or morale beyond giving advantage when nearby each other. One of my players just did 43 damage to the enemy leader/captain and eviscerated him; shouldn't all the minions be fricking freaked out?
There was something like that in 4E where they went for packs of weaker enemies that could be subject to leaders. Sadly, it was in 4E.
Ah yes, the we want World of Warcraft audience edition.
Meanwhile 5.5 or 6E or whatever the frick they're making is quickly becoming some fricking frankenstein of we want the twitch, marvel, ff14 audience.
I've never played a single second of WoW in my entire life and 4th edition is my favorite.
4E was made for WoW players circa 2005 to 2008 anon. Some of the stuff in the systems were lifted straight from WoW, which is kind of ironic considering Warcraft's Warhammer origins and D&Ds wargaming origins.
And? What does that have to do with what I said?
Every fricking master 5e strategist who b***hes about action economy and dpr would have fricking loved 4th edition and none of them played or will ever even try it.
it's fricking infuriating.
>One of my players just did 43 damage to the enemy leader/captain and eviscerated him; shouldn't all the minions be fricking freaked out?
see the thing about 5e is that if you asked the designers "why no morale mechanics" they would just say "you don't need a rule, just have the monsters flee if you think they would flee and have them fight to the death if you think they would do that instead"
That's honestly as it should be. Not every fart needs a dice roll, the DM can determine plenty on his own.
it's not because it depends entirely on how your DM feels on that particular day. you can't use it as a tool to turn the fight around whereas if you know "provided I overkill their leader for X number of damage all of his underlings will run away" it actually informs how you can fight.
Just like irl, sometimes that works, sometimes the goblins are undeterred. To turn something like that into a number puts the emphasis way too much on gamey aspects and not enough on the roleplay.
I don't know why you think game system and roleplaying are opposed to each other.
The more rules you put in place, the less free the players/DM are to fill in the blanks. If you have too many rules for everything, the game system itself basically railroads you.
The problem right now is that the system has too many blanks while still railroading you. You basically have blanks that derail you entirely unless you prepare a bunch of home rules.
You got an example?
The entire RP system is essentially broken and the reason why Fighters and Barbarians are useless outside of combat unless they pick specific subclasses. Almost all noncombat stats are found in Int/Wis/Cha. You end up needing house rules like letting a Str based Fighter roll using Str to intimidate instead of Cha.
It's only gotten worse since Wizards started trying to define non-combat but then they half ass it and don't actually define HOW something can be done. The entirety of Waterdeep basically tells Fighters and Barbarians they can't do anything, and Rogues only get to do things some of the time.
>You end up needing house rules like letting a Str based Fighter roll using Str to intimidate instead of Cha.
that's not a houserule, it's in the PHB.
p 175
I fail to see how that's railroading by leaving things blank. It kind of makes sense that a barbarian isn't good for much of anything besides fighting and athletic feats.
That is why things like carry limits and encumberance should be enforced strictly to make STR matter.
>*rolls a 16 str Goliath Wizard in you're path*
sorry fighter back into the cuckcage with you
Speaking of which, I like how old Tunnels & Trolls did magic, casters used STR as a spellcasting resource that was temporarily drained by spells and strength was a limit of how many spells a wizard can cast per encounter.
>The more rules you put in place, the less free the players/DM are to fill in the blanks.
I don't see how that's real unless "improvising the rule for action X because it's not clearly listed" is what you mean by filling in the blanks. There is absolutely no disadvantage to having that shit laid out mechanically for you in the book. Filling in the blanks for me always just mean narratively which, if anything, is informed by clear cut knowledge of what your character can do. Fudging the dice is not the answer here - if your character is bad at something dice should reflect that.
I mean that rules are binding and sometimes the story is better when the rules are tossed out the window.
>X would be cool, but we can't do that because muh rules said so
Epic standoff final battle.. oh, the barbarian rolled a really good intimidation check so the boss runs away. Great.
Having an all-encompassing simulationist ruleset has the distinct disadvantage of everything taking forever (though I do think there has been a tendency for systems to a bit too simplistic in the past decade or so)
see that's why my feelings about 5e are kind of complicated. but I think it would have been good for the DMG to contain guidance on this sort of thing, instead of dedicating hundreds of pages to magic items, loot tables, and descriptions of Outer Planes (which they don't even provide any resources for running an adventure in, anyway...) a lot of roomier DMs end up in a situation like this where just a little coaching or prior consideration would have improved their game but 5e just lets them sink or swim
5e leaves a lot unspecified bud. it's not 3.pf
So you want it to handhold DMs more? Yeah descriptions of outer planes or whatever are shit, but not because they don't provide resources, I can come up with that myself. I simply don't want or need them to provide any lore, that's my job as a DM.
>So you want it to handhold DMs more?
I mean... yeah. It's a three hundred page book called "the dungeon master's guide". I think it should give more guidance.
there are a lot of instances where the designers say something to the effect of "if you want, you can run it this way. or, if you'd rather, you can run it this way instead." which is obviously true as far as it goes, but what they almost never do is expound on what the merits of different approaches are. take the stealth rules for instance. the rules gesture at some circumstances in which you can hide but the only hard rule is" the DM decides when hiding is possible", and that's practically tautological. to me, ideally, even if the rule is just "the DM decides", the DM guide should have some guidance on how you *might* want to run it, since the question of "how does hiding work" is pretty important in a lot of adventuring scenarios
At that point they might as well offer writing and improv acting courses, because those are the skills a DM actually needs.
yeah sure. I mean it's 300 pages. it even has some (vague) writing advice in it. what would you put in there
Just stats and systems that assure balance. The rest is up to the writing/acting chops of the DM, and his general intelligence. Apart from writing, you can't really teach those things from a book anyway.
well I totally disagree with you on the first point, I think the tables and numbers in the DMG are just about the least useful stuff in there.
just look at the current confused argument going on ITT about ability checks. a few pages in the DMG dedicated to the subject could have cleared the idea up for thousands of people but no here we are riding the same merry-go-round of an argument about breaking the lockpicking or the wizard picking up a rock that the barbarian couldn't for the tenth year running
You think the DMG is the place to address arguments against the game's system? That's like an admission of failure if anything.
no that's not at all what I was saying
Oh, then what did you mean?
I mean that there are ways to reconcile the game's system and with the problems that people run into when trying to run it as-written and I think the DMG was a good place to have included some of that stuff instead of just saying "lol figure it out kid" and leaving people to stumble upon blogs like angrygm, alexandrian or matt colville if they actually want to read someone digging into the intellectual end of that stuff
I mean, you can't really expect them to fix their own system in the book about the system. If they were aware of the problems, they would have just changed the system to begin with.
Absolute moronation considering they're perfectly fine with codifying everything else. Truth is you're simply supposed to fight everything to the death because enemies are just stat blocks.
>One of my players just did 43 damage to the enemy leader/captain and eviscerated him; shouldn't all the minions be fricking freaked out?
This was a thing in BG 1 & 2, and it was not fricking fun whatsoever. Every fight with a pack of gnolls would have one of them run for their lives and make you chase them very awkwardly. Or every other fight Khalid would just freak the frick out and start running away, aggroing 5 additional packs of monsters on his way. Sometimes you need to sacrifice some mechanics just so that the game is fun and not annoying.
I mean, at a table you just end initiative if your players don't want to chase them down. The hardest part is determining how to give out exp since exp in the system is vague about whether it's only from kills or if it's from just winning a fight or turning an engagement around.
Due to the systems weird interactions with RPing the system itself doesn't actually reward diplomacy either which is why GMs usually reward allies and valuables.
>does not make sense:
>the party has just reduced all of the goblin's friends to ash and Grog the barbarian is removing the last survivor's limbs one at a time while the Cleric repeatedly heals/revives him, but oops Grog can't roll above a 3 tonight apparently so somehow the goblin is not intimidated
To be fair, that could be one particularly gutsy or stupid gob, and the first roll would be some kind of willpower or sanity check before intimidation even factors into the situation. If he managed to stick around for that scene, he's probably a zombie and intimidation wouldn't work on undead-equivalents anyway.
if you remove the dice it becomes autistic number crunching game
100% agree. I almost didnt try bg3 because of it
cope dicelet. your mechanics are so bad you need a dice to bail you out.
agree, these mechanics are poorly executed goose game
What kind of randomization would you prefer? Or do you want to instantly pass skill checks with big enough number?
> Or do you want to instantly pass skill checks with big enough number?
That seems better. Just put a treshold on such checks that requires amount of experience. Works better with the "honing your skills" vibe of an RPG fame too.
It feels stupid when you are dome gigachad highest level master of an X skill and the hidden ingame dice decided you failed a check for an example, despite that youve been doing it constantly your whole life in the game universe
No that's fricking moronic. If I play as a weakling in a RPG with dice I can attempt to climb a mountain even if I'm unlikely to succeed.
On the other hand "instapass" systems like the kind used in the Life and Suffering of Sir Brante just blockade you from certain paths.
The RNG literally accounts for real life.
You can be a complete expert in something and make mistakes. Sometimes, you nail it so well that it propels you into a new line of work or whatever.
If you want predictability, then you need to play another genere, or stick to Action/RPG, where role playing in a world, and simulation, isn't so much the focus.
i rolled a d20 im gonna burn you with the firebal oh it missed
Fireball doesn't miss
>[PERCEPTION] I should be able to make someone laugh in this thread
>I wonder what the die roll will be
>17
>roll
>4
>-1
>+2
>6
>FAILED
>lol gay
I chuckled. Thanks anon. You rolled a 17.
>the savior of RPGs
ftfy homosexual
skill issue
Minmaxing statprostitutes are killing the RPG
Diablo is single handedly responsible for the near death of RPG genre, thank God it's healing now
the dice is just a visual representative of the RNG
if the game went from roll a 11 or higher to succeed to sating there's a 56.2% chance to succeed the game's code would just roll the equivalent of a d1000
RNG should frick off from vidya in general
Maybe you should frick off from vidya
Nah, it's still a decent way to simulate that it is your character in RPGs that is doing things, not you and your mechanical skills as the player.
Input reading should frick off from vidya in general
agreed. only gambling dopamine addicts with innate craving for novelty would disagree.
a real game let's you overcome its obstacles with focus, attention, learning. not gambling. so many people are afraid of taking responsibility for failing they need to blame dice when they lose.
RNG allows the player to blame the game rather than their own skill. It'll only get worse.
people just fail to understand rng is about stacking the odds in your favor
Which also translates to real life. Understanding rng and how to give you the slightest edge is the most OP skill in real life. If you have access to some situation where you have a 50:50 chance of doubling your money/life score points you shouldn't take it. If it's 50.1:49.9 in your favor you take it. If you get an extra cent when you win that you don't pay if you lose on a coinflip you take the bet every time, unless the amount you need to play is a large portion of your entire bankroll. This is the only principle casinos need to understand to always operate at a profit.
this isn't finance. and rpgs take into account a moral compass. your scenario is black white consequence/no consequences. you should have both with any decision. that's true leveraging and encourages consideration on the part of the player.
I wasn't talking about finance you braindead moron, you make a million bets every day but you're too moronic to understand anything that happens ever.
The unpredictability of consequences is exactly that and by understanding odds you can adjust your model of potential consequences to have an edge over others.
>he thinks mistakes and blunders don't happen in real life
zoom zoom.
no shit, its addiction for boomers and millennials , they see big numbers or critical hit and dopamine level goes up, like gambling
> i just shit myself in front of X because bad luck, now everyone want to kill me
>i just need 15 charisma/luck to be with this girl, oh shit i miss now she will frick someone else
>i need 20 roll and 500$ to repair my car, well that was a bust, now i don't have a car anymore
real life its not like your shitty d&d roll fantasy loser
>takes comparison literally instead of acknowledging the shortcomings of an imperfect representation
I forgot Ganker is autism central.
there are things in reality that are not luck based. you morons always come out of the woodwork to defend this system and explain it away with some parallel comparison to reality.
if I need a 18 strength check to move something (it's heavy) and, like you in real life, are a pencildick microbicep loser, there is no "getting lucky" with moving it. there are hard stops in reality. if you left the basement you'd know that.
>there is no "getting lucky" with moving it
That's when you add things like stat checks to avoid abuse moron.
except it goes the opposite direction. if something weighs 100lbs and I can easily move that weight, why would I fail 5 times in a row because I can only boost to 15 str and keep getting 1s and 2s? people conflate "risk mitigation" with the actual game. if a game is asking you to "gamify" the odds, it's dressed up gambling.
people whine about new vegas but it did it best. you don't have 80 speech? then you can't convince this person. that makes sense in this medium. so many people took that as punishment that it was honestly laughable. forget leaving the interaction to go improve your stats (aka learning and growing your character), better piss my pants and shit and fart and point blame at those mean old developers.
imagine your 8 INT barbarian passing a high check (dice) and he starts ranting about the arcane weave and metaphysics and shit. it's immersion breaking and stupid.
tell me some real "imperfect reprenstation" loser, not just talking shit
luck in real life its not like in your shitty d&d world, now back to your dice simulator, you don't play video games anyway
Real life is like that bro.
You have off days, and you make mistakes, no matter how good you are at something.
I understand your criticism of the nat 20 and nat 1. But that's kind of what makes it a fun game. Once in a game, you get something really really special or something really really bad happens. That's less of a simulation, and more like something fun. Because it's a game.
Rolls in any RPG are a crutch, period.
The only reason they exist is because in real life pen n paper scenario, you obviously cannot simulate casting a spell, throwing a fireball or fighting a giant dragon. So it has to be resolved with dice rolling.
But in video games, you can. You can have magic, dragons and lethal combat in real time. But they still do the fricking gay RPG simulation for some reason.
>But they still do the fricking gay RPG simulation for some reason
Because it's easier and cheaper to have dice rolls instead of making physics in the game engine.
Digimon World came out in 1999 and doesn't have shitty rolls. You see the action unfold in real time.
JarPiGS absolutely BTFO
Dragon's Dogma is a team RPG but with real time action and DD2 showcase already showed more interactions and stuff than anything in Balding Gay 3
Wrong, they're there because you're playing a character not yourself and your characters attributes have to be represented by stats, not your reaction time.
That's shit game design.
Basically "Press X to awesome". Best games let you "become" the character through gameplay and lead you to master their craft by giving you certain tools.
Good example is comparing a game like Thief to modern "stealth mechanics". In Thief you have to manually aim the club at NPC's head to knock them out, if you miss, you fail the takedown.
In a modern game you get a prompt for this mere 2 meters away from the enemy. When you press it, the game essentially plays itself.
MGS is also like thief where you master the mechanics. You could tell that with games like MGSV you do not truly become the "Big Boss" until you actually finish a mission without a single shell casing spent and not a single NPC alerted.
>Good example is comparing a game like Thief to modern "stealth mechanics". In Thief you have to manually aim the club at NPC's head to knock them out, if you miss, you fail the takedown.
I don't know what Thief you were playing, but I can blackjack the air in front of a guard like 3 meters away and still hit him.
>you have to manually aim the club
Which is in all forms basically a mobile minigame for toddlers. Fine the first 3 times but quickly tedious. Playing the reaction time minigame 20 times a minute is not fun either, you're not le epic skilled gamer man because you manage to focus on this boring shit.
>less interactions good!
go read a book fingerlet
Making interesting plans that account for failures and seeing them through is interesting. Moving the mouse to the correct pixel is not.
>getting better at performing a task doesn't mean you got better
OK moron
You got better at clicking pixels fast. Now you have an organ in your brain for mouseclicking. You didn't develop any skills or ideas.
I bet you also unironically ask others why they play as women.
Rolls and RNG aren't the problem, it's the formulae used.
D20 + Modifier is simplistic and basic to keep bookkeeping to a minimum in a tabletop setting.
Computers can do many millions of these calculations in a single second, so using something like a D20 in a video game setting is just reductive and handicapping.
The whole industry I'm afraid especially since luck is just the perfect camouflage for manipulation, I hope more and more people realize our wins and losses are well calculated.
Hating on dice rolls is probably the biggest midwit take of all, only below shit like "RPGs are about dialogue options".
Let me guess, you think the outcome of any action in a role playing game should be determined by player skill alone.
Should be determined by the points you put in your character's skill, which is affected by ingame phenomena like wind, gravity, heat, visibility etc.
is this a legitimate post? do you actually think this way?
Of course I do. When I play a Role Playing Game I want to play as a distinct character, not myself.
then why wouldn't player skill be the sole determining factor in an outcome?
Because there's a million different ways in which things can go wrong, sometimes by just a little, sometimes by a lot. Any good dice rolling system will however add up a character's skills to give an advantage, so in general, having a higher relevant skill level will let you pass lower checks. That said, I can understand not liking critical failures, and I would like games to feature varying levels of success and failure instead of having it be binary, but there's no issue with the fundamental concept of rolling dice.
>That said, I can understand not liking critical failures, and I would like games to feature varying levels of success and failure instead of having it be binary, but there's no issue with the fundamental concept of rolling dice.
Which is funny because most tabletop players detest the kind of "special dice" that allows precisely for those kinds of degrees of success and failure when it comes to roll outcomes.
>the kind of "special dice" that allows precisely for those kinds of degrees of success and failure when it comes to roll outcomes.
What? You don't need dice for that, you just need the DM to come up with varying degrees of success or failure. A d20 would be fine, how far you are from the target number is fine as a metric for determining the degree of success/failure.
that hatred is related specifically to special dice and not the mechanic which is really just a re-intrepretation of roll results into symbols rather than numbers. real question is how available will those dice be 10-20 years from now.
Agreed. 2d10 is superior
Randomness? Nah
Tablestop elements that translate poorly in a vidya setting? Definitely.
Problem with this shit in RPGs specifically is you don't have a live DM with you the way tabletop RPGs do. Low dice roll there isn't really a failure as much as simply another potential narrative branch you can then go through since everything is being done in theater of the mind, so to speak. In vidya it's a flat out failure you either accept or reload to re-try.
That only matters in noncombat which is relatively new since most systems are still combat oriented. In combat it's just either success, failure, or big success unless you're doing lunatic mode critical failures which only GMs enjoy.
I remember back when people used to b***h about Bethesda and Bioware dumbing down RPGs by removing dice rolls, now it seems the notion of bringing them back is whats ruining RPGs.
>95% chance to hit
>Still miss 75% of the time
there's a special category of absolute morons who think "rolling a dice" is bad but 75% chance to hit is ok
IT'S THE SAME FRICKING THING
The Virgin Dice vs The CHAD Token Bag
The choice is obvious.
DICE ARE JUST RNG
EVERY SINGLE GAME WITH VARIABLE DAMAGE OR CHANCE TO HIT HAS RNG
WHEN THE FF7 GRENADE DOES 141 OR 142 YOU ARE ROLLING DICE
AAAAAAAAAAAAAAAAAH YOU FRICKING moronS
An RPG without dice rolls simply isn't an RPG
Sorry you have 8 int irl
You *do* realize percent to hit is 1d100 right?
The dice rolls in BG3 are unironically bad design. Locking interesting lore or the resolutions that the player wants behind RNG just makes them reload until they get the success. So they only serve to frustrate the player. And while in certain ways you do want to frustrate the player, in order to challenge them and make them feel accomplishment, this particular way just makes the player feel cheated or that they have to endure tedium to progress.
Examples of games with a better design for this:
Planescape:Torment just had dialogue checks which checked a stat. If the stat was high enough the dialogue was unlocked, and failed checks were not shown.
Disco Elysium had RNG rolls, but they didn't matter at all. And frequently failing a check was the preferred option, because it would be more comedic.
Phoneposters?
>Look through a telescope
>Blurry picture of a dragon
HMMM WHAT COULD IT BE, BETTER DICE ROLL
>3
You fail at using a telescope and have no idea what that dragon is
Truly the peak of gaming.
your hand hits some spindly bits and ruin the carefully calibrated internals of this very special telescope
or the picture was so blurry it was just an amorphous mass of colors
or there was never even a skillcheck in the first place because your dm isn’t a moron
Why?
If you can't separate yourself from your character, you want an action game, not an RPG.
>Try to open an unlocked door
>Fail the dice roll
>You can no longer open the door
And you cannot retry because... just because! ok?!
>And you cannot retry because... just because! ok?!
Yes, homosexual. The failed roll implies your character tried as hard as they could and exhausted all available means.
why would you try again when you clearly couldn't do it
Because it takes 15 minutes to pick a lock, and your autistic ass would just keep doing it over and over until you succeed.
this is more an issue with the game than skill checks in themselves
>And you cannot retry because.
Because you broke the lock.
If the lock was broken, then the door would have opened.
>that roll represents ALL of your attempts to lockpick that door.
Headcanon.
>because...
Because that roll represents ALL of your attempts to lockpick that door.
Sorry you're too smallbrain to recognize that one attempt doesn't equal one roll.
That's a bad RPG.
A good one goes like this:
>try to lockpick door
>you suck, so you'll probably fail
>dice roll: FAIL
>remaining options: yell at it, shoulder check it, bash it with your weapon
>you're too weak to ram it down with your shoulder, but you try anyway
>dice roll: FAIL; you take 5 points of subdual damage because you bruised your shoulder
>the door is made from steel so all you'll do is dent your weapon if you bash it, but you try anyway
>dice roll: FAIL; your weapon has shattered into tiny pieces
>you're pretty sure there's no one who'll hear you, but you yell anyway
>nothing happens (automatic FAIL)
Modern RPGs are just shit.
RPGs just have to get away from tabletop which they cannot successfully emulate in non-combat aspects.
Or they just have to get better DMs. Up until recently, everything has been strictly scripted, and if you wanted to try anything that wasn't accounted for, it just wasn't an option.
Now we have LLMs that can run campaigns pretty well. The first computer RPG that integrates one of those as a DM is going to make its dev very rich.
even if you had the best AI playing the role of a DM in your game you still have fixed assets to work with
Which is fine if you design it to work with those assets. There's a lot you can do with a handful of assets if arbitrary descriptions and functionality can be applied to them.
>And you cannot retry because...
...your character doesn't have 4 fricking hours to spend just trying to pick a single lock.
>RNG not on picking locks, but on opening doors
Oh, I'm sorry, you're actually a disingenuous frick. Carry on then.
Whatever helps you cope because you like terrible games.
Because there is no fricking point to any lock in a video game if you can just retry lockpicking over and over again until you succeed. Then it's just an annoyance added for no reason.
Failure can have consequences, and that's a good thing. I know your generation has been sheltered from failure all your life and that's why you're afraid to do anything in your life, but we don't have to do this in video games.
Most things people hate about it, aside from autists who pretend RNG is bad, are later additions to the system by people who don't understand it.
Critical failures? Not a thing in actual D&D.
Critical successes? Barely a thing in actual D&D.
Social rolls? Only really for the original reaction. (although i've seen DMs do it when they're unsure how an NPC would react)
The old game doesn't even recommend you roll unless a competent adventurer would have a risk of failure doing what they're attempting.
Without dice rolls it's just roleplay, not roleplaying game. Which is fine, everyone can do it how they want. But for me it's the dice telling the story, not the players or DM. There should be that element of randomness that leads the story and gameplay to unexpected places.
>the dice tell the story
annoying. there's no getting through to you smoothbrain morons. video games aren't tabletop. you don't get a real person to explain away a failure and steer the narrative. you fail because of chance in a Game, you had no control over the outcome even if you did everything right. rng exists to give smoothbrain idiots an opportunity to feel success without learning or engaging in the game.
Again, sketch me an example of a turn based RPG that doesn't use randomization.
For example, combat.. if my fighter always does X damage and never misses, and the orc has Y health and Z damage, I already know ahead of time if I'll win the fight or not, just by simple calculations. How is that fun?
let's use pokemon as an example, a game completely infested with rng with everything you do. there's a challenge hack that makes every rng effect a guaranteed chance. opponents attacks always hit, status always procs, the only randomness is what move the opponent does.
it's highly rated. lots of people (streamers on camera included) saying "this is actually fun. there's no chance, only strategy." you know what's going to happen but you have a set of choices you can make in the moment to react and set the pace.
if I kill the orc in one turn and am guaranteed initiative, then sure, it's boring. but if I don't and he gets to choose what to react to (let's say I have low AC and he can OHKO me) then I can't run a solo character can I? or let's say I need to pre buff but he could either remove my buffs or rush my backline or or or
so the circumstances can compound. are there autistic fricking LOSERS who optimize the game to nofun? sure. if you are small enough to feel left out by not being minmaxed, then dice are for you.
People that think that's fun and is only strategy are morons that can't even understand the concepts of builds.
You just moved the diceroll to the orc's choice. Now you win or fail based on if the orc rolls 1, 2, or 3. It's no different at all. As for Pokemon, half its randomness was in switching and not knowing what your opponent has anyway, the miss/crit/proc chances are just extra.
consider the nuzlocke. you win and die by rng. you have a game completely figured out from top to bottom, rolls, chance, and you'll see people spend half a year trying to get the "God run" where they get the tools they need to win.
examples abound of skinny, whiny prepubscent losers anxiously staring at the screen wondering what the dice are gonna do. this is you and every other defender in this thread. dice only function as an upfront screen to execution, it's lazy and doesn't translate to the video game environment. besides, if the orc rolls a 2, then I need to adapt to that circumstance with what I have available.
pathfinder is the situation you describe. you can't beat core with say, an assassin. you literally cannot stack enough advantage to beat the game. this means you need to optimize for charisma tank. community cleric and so on to guarantee a CHANCE at winning. this includes dice rolls. this is hyper optimizing at the expense of experience. yet people do it in droves because wow! if I hit the 20% chance on this fight I win! how is THAT fun?
I don't understand your point in both of those examples. So your alternative to RNG is, what exactly?
if the results aren't interesting around pass/fail then rng is not the solution. if you zoom out any encounter with dice is just gambling, pure and simple. even if you win from stacking advantage, then you won because you DIDNT get the 5% chance to fail. it's a hollow victory.
as for the solution, intricate design is the only one. as mentioned before, new vegas did skill checks right. as for combat, that isn't turn based so I can't give you a good solution. poe 2 attempted some fixes but turn based is so bad that the rtwp and chance is all it has. but if it was, things that make sense with input on the players behalf do. for example, if I fail to bash a door in with 14 strength, but I have a potion of invigorating that would give me 16, I should he able to fail, drink it, and open the door. with no chance to also fail after opening the door.
my point is that roleplay should function as the players input. if I have stealth, that may come at the detriment of damage but I can avoid notice and get in close for a first attack, and guarantee the win. the orc can notice up to a ceiling but if you're doing a ninja run, this makes sense.
What is intricate design? How are New Vegas checks any different? How is knowing you're always going to pass your stealth check on your ninja run interesting?
how isn't it? why are you being reductionist to the point of obfuscation?
Because I'm trying to distill the argument to its core points instead of rambling on. You need randomness to make a turn based RPG interesting, if you disagree, tell me how to make an RPG interesting without RNG. Stealth always working is predictable, and predictability is boring.
To be fair, if you get rid of randomness all together then you actually kill or overpower certain kinds of builds.
Dodge builds in turn based RPGs use a character's speed/agility to lean the rolls in favor of the character dodging attacks. In a system where you'll always hit you either make those kinds of builds pointless, or you make them so overpowered the game is pointless.
Ala pathfinder, but that's a hamster brained number crunch simulator anyway. given the opportunity, people will optimize their way out of a fun experience.
Well, you could give someone a number of dodge points depending on their dodge stat and allow them to use those points to dodge attacks. I don't know if that's any more fun than dodge %.
>you shouldn't be rewarded being a bumbling stupid fighter but you roll a 20 and get to stealth right up to the mob
Why not? Sometimes that happens.. not often, but sometimes. Because something like that is unlikely, that makes it funny when it happens anyway.
Dodging as a reaction is never fun in RPGs that have reaction actions and never really gives you the satisfaction of actually making the build.
Doesn't have to be a reaction. You can declare dodge beforehand.
If I presented you a system where you decided to stealth up to a group and then had to play a short mini game, where low stealth skill meant borderline impossible vs. high stealth basically guaranteeing the mini game (buy not always since you're the one playing it), would you play it?
No, because I could just become extremely good at the minigame and be a master of stealth on my paladin.
so you'd feel no reward from getting good at the stealth game or you'd feel cheated that you weren't forced to play an archetype the way its been forced to be played the last 30 years?
couldn't you theory craft why you're good at stealth just like you theory craft why you fail a check?
I would, but that would be a completely different game. I'd just go play an actual stealth game if that's what I wanted to play. Also, either the game is made with this in mind and is really hard until you become good at its minigames, or it's not made with this in mind and becomes ridiculously easy once you become good at the minigames. It's a self defeating idea.
OK but did you actually play the scenario and execute it or are you theorycrafting the scenario, it's played out, and not worth doing? in the case of the latter, you're a gambler.
if you like playing a rogue, then there should be scenarios where being stealth presents advantage vs not presenting it. same with a fighter, a mage. that's interesting design, handcrafted encounters that encourage multiple approaches and reward/punish whatever your approach is. and this is where the GAME aspect comes in. did you explore and level up and grow enough to pass the stealth check? or are you gonna have to face tank it? the choice is yours and so is the consequence.
you shouldn't be rewarded being a bumbling stupid fighter but you roll a 20 and get to stealth right up to the mob. it's stupid.
Stealth is Dex, not Int or Wis. And Dex fighters can have good stealth checks. Disadvantage usually only comes from what armor you're wearing.
And unless you're an 8 on Dex while also wearing Heavy Armor, you're probably only rolling stealth with a -1 in general. That doesn't take into account magic items like boots that don't make a sound, or spells like pass without trace.
The problem with that is it's very clinical, and there are games designed around perfect execution of the critical path.
But I will say, the most popular and played games, have an element of RNG. Whether that be other human players, or the ability to deal with, and mitigate, the good and bad of a playthrough.
the rng softens execution and makes morons get hooked into gambling. I would be fine with rng infesting my games if all outcomes were considered but there are hard limits on scenarios.
I read a homebrew about a halfling assassin who wanted to sneak attack with a greataxe. like a midget ninja? fun right? hordes of morons pouring in screeching about cheese and balance and design. people who gamble with rng in games need just the right amount to feel novelty but not too much so they get anxious and frustrated. it's a hamster wheel and a crux to explain away not writing for scenarios in a game.
there are elements that ruin video games by virtue of attempting to be "faithful" or otherwise. it's the reason you don't want to watch a loading screen of a character grabbing paper, putting his glasses on, then reading a piece of information you find. dice is something that needs to be sacrificed in favor of something else.
> Not writing for scenarios in a game.
This is why you do hexcrawls with set pieces your characters can interact with in TTRPGs and reason why CRPG sandboxes are gay and bad.
You're not make sense to me, because you're discounting the inherent risk of doing actions.
You call it gambling, but you can equally choose builds and ways to make the RNG go in your favor most, if not all the time. That's a choice. High risk high reward? Low risk, medium reward.
But you're also making an argument that Super Mario Bros is the pinnacle of gaming. For some, maybe. But I think you're comparing two different types of games and complaining that one is killing all games.
I think my point is that it's creating a culture of hamster brained Black folk who can't shoulder the responsibility of failure. RNG only serves to frustrate the player (with no input on their part) and reward them for getting lucky. since bg3 is the elephant in the room, this is circumvented by just save scumming, but then what is the lesson? if you have the patience to watch our loading screen, then you get to get the outcome you want. if you don't, you get to be punished.
if I try an action and there's a mini game I can't solve, a lock pick one for example then that's on ME. the game didn't present a fail scenario by virtue of me clicking the screen, it has an obstacle, either learn and beat it or don't. there is no gambling. imagine in super Mario bros you got a 5% chance to just fly over the map to the flag. lots of people would do exactly that just for the novelty.
The lockpick example is only good if there is no risk.
But, there's a risk of breaking your lockpick equipment, or making the lock unpickable.
>brain dead and can't accept failure
It sounds like you, yourself, can't accept games built around the possibility of random failure, therefore, those games aren't for you. And that's ok. But there are entire strategies built around this principle of risk, reward, mitigation, and execution.
the lockpick example would include risk, sure. but the problem you hamsters don't get is that you can do all the gamifying mitigation (dressed up powergaming) you want, if you won and had a 5% chance to fail, then you DID NOT WIN. You got lucky, just in the majority. this addiction to novelty and chance needs to stop. I'm advocating for you taking responsibility for your decisions. why you dumb Black folk feel accomplishment from hitting your 95% chance is beyond me. it's pathetic. that's winning from a technicality and it's not real accomplishment.
We're back to the beginning.
You don't like to fail. You don't like the possibility that random events outside of your control, could impact your chances of success. Ok. Fine.
Think of it in another way. You're playing Mario. You're really really good. There's no chance you die on the first Goomba. But, after playing this game 100000000 times, your grip slips, and you don't press jump at the right time.
that's proving my point. that's MY fault. I slipped, I wasn't paying attention, whatever. that's my responsibility. I earned that outcome.
if the controller explodes, or short circuits and I die, is that my fault?
But you're getting upset that people want to simulate this in a role playing game.
and I don't mind failing. I want to fail because it means I need to learn and try something different, not roll the dice again. if I fail because something happened that was outside my control? that's real life. but in games it should be on ME. if you aren't gonna make a scenario for every dice roll failure then get rid of the dice. simple
Sounds like you just don't like those kind of games, so stop playing them.
At this point you just sound like:
>Noooooo!
>Stop liking gameplay mechanics that I don't like!
>nooo let me gamble I want to gamble I want the RUSH of the STAKES bro please just one more dice roll please bro
You're just trying to label gameplay mechanics you don't like with a negative term in hopes it makes your bullshit arguments seem more credible.
>please let me gamble mom please just 10 more minutes I want to try and hit him I have a 10% chance to hit PLEASE JUST ONE MORE ROLL
>please let me shoot the sitting duck one more time mom
Anon, some games can be one way, and some another.
Maybe you can be the one to create a mod that makes the game more in line with what you "need". Your line of thinking has to be some of the most sideways autism I've ever seen.
>different is bad because....I haven't heard it before!
maybe I'm a fricking genius and you're a hamster brained Black folklave.
CRPGs are just asymmetric tabletops where the GM created everything and now you're playing choose your own adventure by pressing play on prerecorded messages from the GM.
They just didn't program it because real tables have on the spot moments.
It's really no different from those gays that railroad an official module.
It really is. RNG should NOT exist in dialogue and skill checks, those things should always be hard checks rather than randomized., otherwise your choices will feel meaningless since it's not up to you but a dice roll whether your character succeeds or not.
I thank God every day that none of you morons make any video games. You cry about reddit trying to dumb down every game, but you want to do exactly the same thing.
If you don't like RNG in your RPGs, then you want to play action or even movie games instead. How about you frick off to those instead of trying to poison the whole genre with your worthless, filtered bullshit, when you clearly don't belong.
>old homosexual this addicted to dopamine
your nose is pressed so close to the bark you don't even know you're looking at a tree. go to a casino if you want to gamble, Black person
mfw he thinks luck and skill are mutually exclusive
>poker analogy
finally the gambler shows himself
>ad homosexual has nothing to add besides "pOKeR REEEE"
filtered + git gud
please go away gambling addict. adults are having a discussion. you'll reply because you need to anxiously get the last word in but I do not converse with subhuman Black folk like yourself.
>gambling is LE BAD because i can't stand losing but I don't have the skill it takes to win
>adult
stick to tic tac toe LMAO
>zoomer wants everything just handed to him on a silver platter without any possibility of failure
How about you fricking have a nice day, works every time, just as you like.
to the contrary, again you prove how fricking stupid you are. I WANT to fail because of MY ability or inability, not have it be the dices decision. let me guess, your brain lights up when you win a fight from random crits? homosexual.
Play a real time action game then. This is impossible in a turn based RPG.
Again, what you want is literally an action or a movie game, just like I said in
. RPG is not the genre for you, and you should frick right off, you braindead fricking zoomer.
You're crying your fricking eyes out that there is no ice cream around you, while being in a bakery. You want the ice cream shop next door, moron.
stop projecting. admit you want to gamble and go to therapy, moron. what else are you addicted to? porn?
What I will admit is that I don't want you zoomerhomosexuals to ruin things where you clearly don't belong. Just go play fortnite or whatever satisfies your burnt dopamine receptors.
Also
>stop projecting
>admit you want to gamble and go to therapy, moron. what else are you addicted to? porn?
The fricking irony of these sentences one right after another, lmao. Off yourself, you low IQ scum.
I accept your concession, addict.
Concession to what? You didn't even present an argument. You just started calling me names. Pathetic.
if you want to implement crit fails and successes you should use a d100. 5% is too high if you spend even 3 seconds thinking about how dumb it would be
I think RNG dialouge checks are only okay if failing a check is equally as interesting or leads to more content. At least 90% of the time in BG3 if you fail a check you're getting cucked out of content, and sometimes even whole segments of storytelling. For battle i don't give a shit really. A chance to miss or have an attack blocked makes sense.
>BG3 is every game
Think about games that call themselves RPGs and think about how many of them actually have D20 system skill checks.
BG3 is a novelty, if every RPG played like it, you would be right, but they're not.
He meant dicerolls aka RNG in general, not specifically D20's.
Oh gotcha. Well then yeah RPGs need a chance to fail and/or lock you out of something becuase you didn't make a build for that. Otherwise you're just playing an action game that lets you spend currency to increase damage like RE4 or some shit.
>be a 19 strength barbarian
>strength check: lift a small rock
>Required: 2
>Roll: 1
>Get frustrated, quickload and do again
Woah, amazing gameplay!
>this game is bad because I savescum
Sometimes your 19 strength barbarian pulls a muscle at the wrong moment.
>he pulls a muscle 5009 times and you just get frustrated and annoyed
sometimes a monkey at a computer (you) manages to type something stupid (but coherent) and press submit. nice 20 roll!
If you're unlucky enough to roll 5009 1's on a D20, that's no longer RNG. You can probably make a lot of money with that level of consistency.
Only if you roll a 20.
I will pull my dick in your mouth, gay
It's fine that it happened, but if the game doesn't elaborate on how that happened like
, it's unfinished trash.
Fricking TELL ME how this musclebound moron managed to fail to lift a rock the party's scrawny sorcerer was kicking around just a minute ago.
This is a video game, if you were playing DnD in real life, you DM would tell you what went wrong. A game cannot possibly account for every single situation, because that's physically not possible. Or maybe it is, if you use some real time AI shit, but we're far away from games like that.
>A game cannot possibly account for every single situation, because that's physically not possible.
Then maybe don't design around pass/fail RNG if you don't intend to put effort into making the results interesting for every possible outcome.
Not every result needs to be "interesting". You failed to pick the lock of a chest. That's it, the game doesn't need to tell you a story of how that could have possibly happened. If you really want an explanation, you will use your own imagination, since imagination is a huge part of what RPGs are all about. For pretty much everyone that is enough, but you're a picky and forever dissatisfied homosexual.
>Not every result needs to be "interesting". You failed to pick the lock of a chest.
How is picking up a rock anywhere near the same as picking a lock? Are you high?
If you're going to put RNG on something as mundane as picking something up, everything about it had better be fricking interesting because you're drawing attention to it in the first place.
Even your insanity aside, lockpicking absolutely should have interesting results. You failed that? Maybe you broke your tools. Maybe it's not your lockpicking skill, but your stealth skill - you just made clamorous grinding and clanking noises fricking with that lock and now you're got something's attention. Maybe you just set off the thing's trap because you hit the wrong tumbler. Suddenly that mundane situation has some stakes and - god forbid - INTEREST to it.
Why do you insist that developers should be lazy about everything they make?
>hurr DURRRRRR it's just a lock it doesn't need to be interesting
You're paying for entertainment with your money and time. Do you have such low standards and self-worth that "fricking nothing" is acceptable return? Don't answer that, you're a pathetic shit-apologist and I don't care anymore.
>If you're going to put RNG on something as mundane as picking something up
Anon made that scenario up. I haven't played an RPG that had a strength roll for picking up a small rock that anyone could easily pick up.
>ou're paying for entertainment with your money and time. Do you have such low standards and self-worth that "fricking nothing" is acceptable return?
DnD was designed for tabletop, where your DM or you yourself can use your imagination to explain what happened in this specific situation. I understand that games cannot possibly do that, unless you're satisfied with a couple pre-written lines of text which will just pop up, and which you will see hundreds of times over the course of the game. Again, you would have to use some AI shit to possibly give you those "interesting" results every time.
I am paying money for a good product, but I will have realistic expectations for it, and not expect every extremely minor detail which some anon's autistic mind focused on to be addressed. You're the fricking moron here if you call a game low quality just because it didn't meet your expectations in some mundane little detail which nobody cares about.
>Fricking TELL ME
There's way too much to simulate. You're supposed to fill in these things with your imagination. And no it's not the job of the DM, your DM may help you along but you're supposed to have a consistent world in mind that's informed by the game mechanics. When you're unsure you ask for confirmation.
>I'm a small toddler who needs an explanation for everything
>Let's add dice rolls to everyday tasks which everyone can complete
>That will make our game good!
I know this is bait but I see people actually believing this.
Maybe it kills it if you're a zoomer. I understand that it's not really something many have encountered before. But speaking as someone who enjoys D&D sessions weekly I'm fine with it. The only problem I have with it is that it's COMPLETLEY random and it can really frick you up in ways that are 100% out of your control. You can roll very poorly multiple times, reload, and have a totally amazing roll the next time. These types of situations don't happen too often but when they do they can be frustrating to the point I want to chuck a D20 across the room because now my roll has fricked up the encounter for my party and now I feel bad because my fellow players suffer because of my poor roll. But once you sit back down it becomes part of the fun in the end.
Do you know of any entertaining D&D table games worth watching on Youtube?
I don't follow any to be honest. I wouldn't know. I'm sure there are if you look around though. I know there are several YTers that have campaigns on their channels but your enjoyment is likely to be determined by if you like the YT personalities involved.
>your enjoyment is likely to be determined by if you like the YT personalities involved.
Yeah, that's what I was kinda hoping for you could answer. I've seen this on Youtube:
But I'm apprehensive to commit to it considering there are around 13 hours to it.
Well I don't know what you enjoy so at most I could give you a campaign I watched a little bit of but in no way does that mean you would enjoy it. So it would likely be a bad recommendation.
Bandit's Keep Actual Play is okay.
3D6 Down the Line is tolerable.
That's about it.
>Bandit's Keep Actual Play is okay.
Gonna check this one out.
They don't play D&D at all, but Glass Cannon is consistently good because they're all former real people with real jobs that actually play games.
You need to rewrite that because what you've written is a load of nonsense.
It's a group of real people (formerly) working real jobs playing real games, unlike the groups of theater kids playing fake games that is typical of actual play.
Just had something like this tonight.
>be in a 5 player party
>have to go to creepy old house to get rid of ghosts
>friend finds a holy relic we can use to banish ghosts
>find ghost
>friend thinks he's hot shit and walks right up to it and says "the power of Christ compels you"
>rolls poorly and the ghost b***hslaps him to deaths door
>thinking I'm hot shit I run over trying to be the hero and use the relic on the ghost
>fail and the ghost kills me at what should have been my heroic moment
>we all laugh for a solid minute or two at how pathetic my characters death was
>friends banish ghost
>hold a funeral in my characters honor
>haunt the funeral for fun
>make new character and rejoin party
>continue adventuring and sing songs of Sir Nicolas Gurr and how he stood up to a spooky ghost
Objective RPG system ranking:
d100 > d20 > d6 dice pools
>tfw there will never ever be a Runequest/CoC/Delta Green/Pendragon CRPG
Have you tried not playing D&D?
>wtf is the same Ganker that defends random crits actually trying to say RNG is bad
>check poster count
ahh vocal minority boomer seethe thread, carry on
>a roll playing game without dice rolls
madness
>dice is used in tabletop to have each individual dice roll result factor into how well a character performs the contextual action, with the requirement being how high that factor needs to be to result in a success
>despite video games attempting to replicate this, there is never enough in the way of resources to dedicate towards 20 different variable outcomes with different degrees of success
>"dice rolls" in video games often boil down to coin flips as to whether your character succeeded or failed in their action with no difference between results
>the only thing "dice" adds to the calculation is the ability to sway the result numerically up or down with external factors
what should be really fun and interesting is arguably even less so now
D20 isn't bad for combat, it's there to simulate the chaos of fighting
However it's shit when it comes to skill checks. Because it leads to situations where your character is supposed to be an expert on something, but then he rolls a nat 1 and suddenly he's a moron. Or your character is a moron at something but then he rolls a nat 20 and it's an instant success. Because a d20 is only one die the distribution of probabilities is a flat curve, the odds of getting a 1 is exactly the same as a 20. The odds of you getting a nat 1 is 1-(.95), the odds of you getting a nat 1 at least once after two rolls is 1- (.95)^2, 1 - (.95)^3 after three rolls and so on. The more you end up rolling, the greater and greater the odds you eventually get a nat 1 which punishes you for strictly doing checks your character is built for, because it turns your character into a clown who inevitably autofails at things he's supposed to be good at.
This is not actually how tabletop is supposed to work IRL, in 5e there is no such thing as "Nat 1 = fail or Nat 20 = success" in the actual rules outside of combat. This idea is apparently changing for the new edition for DnD. If that's the case, d20 skill check rolls only make sense if they are reserved for genuinely unpredictable outcomes (ie the DM is not going to constantly ask you to roll, for things you should already be able to do) and if they're done sparingly to avoid the "inevitable auto skill check fail" problem This unfortunately is not how BG3 does it, as you're asked to roll for every little thing. BG3 tries to work around this by giving players inspiration that they can stack up to 4 but this is a bandaid fix when the real problem is you're getting asked to roll too often and the rolls should be reserved sparingly for things that are genuinely important and unpredictable. Worse there's no DM that exists to "smooth things over" if you get a number close to the DC, it is pass/fail. BG3 will spawn a shitton of bad DMs
They've already kind of backed off auto-success and auto-fail for checks in some of the more recent playtests because it accidentally made Bard way way way too strong.
The d20 for skill checks system makes even less sense when you consider that the player can just save scum anyways. In tabletop, the excitement from rolling a d20 is that there is no going back on it - once the results happen they happen. That tension flat out doesn't exist in BG3 or any game designed like it, and it never will because even if you intentionally try to restrict yourself from savescumming you know in the back of your mind that if you really wanted to, and if you genuinely felt like the game is treating you unfairly you could reload a save.
So taken altogether, the D20 is shittily implemented. Because the ways the rules are, being a Nat 1 instafail and Nat 20 instasuccess the way it should work is that d20 skill check rolls are done sparingly, for genuinely high risk situations with unpredictable outcomes that are actually meaningful, not for every little thing. If the DM is asking you for a skill roll it should be a tense, exciting moment. However in BG3, many of the rolls are not like that at all, a number of them just give you more context or lore or are ultimately aesthetic. At that point, you might as well just make them flat checks anyways. The d20 rolls as they are implemented now are just rolls for the sake of rolling, there is no substance or meaning to them in a RPG video game
>and it never will
It's pretty easy to make an unscumable game. You have the game roll the result, autosave and then show the result to the player. Even if he alt-f4's out the second the result is shown, it was already saved. People just don't make the games like that because who the frick knows.. I guess because most people want to scum, but it's easy enough to make it an optional mode.
because then you've locked people into gambling and there are people with self respect who don't want to be punished by a dice roll. this isn't complicated. if you had any form of brain you'd understand why this is a turn off for intelligent people. there's not exactly a line of geniuses at the slot machines, are there?
plus if you write a compelling scenario the player cares about, then force a choice, they want someone to live, but got a 1, after 80 to 100 hours of investment, that's shitty. you sell yourself and experience short.
This has nothing to do with gambling. I'm not staking anything on my RPG's. The act of rolling dice is not the bad part of gambling.
It doesn't matter if RNG is a turn off if there's no good alternative. Sure, rolling a 1 after 100 hours of investment sucks, but there being no chance of rolling a 1 removes the stakes, because they'll always live.
stakes = consequence. consequence should come from your ability to execute the mechanics of the GAME. not your ability to "stack the odds". You're the limp wristed pokemon drone doing 20000 runs doing calculations and shit screeching that you didn't get crit and feeling like you won. it's archaic and stupid.
and guess what? if you master the mechanics of the game and all the scenarios get played out, congrats. you mastered the game, time to move on and appreciate it for what it was.
What mechanics do you mean?
Can't you make the same argument about games with no RNG and high execution?
Why allow the user to restart?
the degree of restarting is in question. do you have a checkpoint or a level or do you have to turn the console off and on again? people with patience will bang their head against the wall no matter what. a good game and by extension a good experience teaches you to learn, adapt, overcome.
plus no. if you write a compelling scenario and then you've made a set of decisions leading up to it, you should be rewarded or punished based on those decisions. not whether you constantly pass dice rolls no matter what stage of thr process you're at. because otherwise you're teaching that the player didn't matter, the dice did. didn't choose to help the knight in chapter 2 when he told you it meant a lot? he remembers that when you needed help. not you need to persuade him to assist you in the battle and your persuasion is 5 but he needs 20 and you got a 20.
But you're putting the player in a repetitive purgatory of repeating the same actions over and over until they get sequence perfect.
You can say that there is no autonomy.
So, is it a choice between gambling and no autonomy?
I don't actually believe that. I'm just inverting the argument and showing you hoe ridiculous it is to make such an argument about video games.
OK, let's invert it another way. let's make a character with the shittiest stats possible. worst equipment possible. lowest chance to pass checks possible.
statistical probability of reaching desired endgame outcome is near 0, if not just 5% yes? now let's say a player makes this character over and over again and eventually, after 1000000 attempts, beats the game. did he really win? or did the dice win? how would you explain all those passed checks away? bumbling idiot savant magically saves the day?
>bumbling idiot savant magically saves the day?
As if that never happens IRL. I've met some absolutely moronic successful people.
>rolls over and over and increases the chances of getting a 1
>I swing my axe over and over, eventually I pull a muscle, or I suddenly get tired.
I don't know. That kind of checks out, so long as the game is long enough to mitigate the effects of the bad RNG.
>This is not actually how tabletop is supposed to work IRL, in 5e there is no such thing as "Nat 1 = fail or Nat 20 = success" in the actual rules outside of combat.
the thing is though. the DM shouldn't actually ask for a roll if success is impossible, or if failure is impossible.
->
in other words the only time you should be rolling is if a 1 results in a different outcome than a 20,
->
in other words, even with ability checks, a 20 should always represent some kind of success and a 1 should always represent some kind of a failure.
but there are lots of moronic tables out there, where players just shout out stuff like "I ROLL TO CONVINCE HIM TO KILL HIMSELF" and toss a d20 without the DM asking for it. and for that kind of table, it's important to note that 20 =/= crit success outside of attack rolls.
Also getting a nat 1 for a skill check is far, far shittier than getting a nat 1 in combat. If you get a nat 1 in combat you miss automatically, as long as it isn't a roll that literally means life or death (and if you reach that stage you've probably been playing like shit anyways) it's no big deal, you get to attack plenty of times just try again
If you get a nat 1 on a skill check and instafail, that actually says something about your character, what they know, how competent they are, etc. and you won't be able to do that roll again
If you mean specifically d20 MAYBE but even in games that utilize d20 you're never rolling the entire organic 20 there are modifiers to the roll. Games that use % are actually "dice rolls" in disguise just not 20's so again it's THE SAME system but brainlets can't comprehend this for some reason. If people don't like RNG make a game with 100% hit chance on every interaction and see how boring it is. Even pokemon has hit chances (with modifiers) and that's a necessary and good thing because then you can create inputs with high risk high reward and low risk low reward and situational use this is how you make interesting gameplay and this is irrefutable fact post an RPG that's been popularly received with 0 RNG I fricking dare you.
>/tg/ discussion on Ganker
what a world we live in
The d&d roll its so moronic in video games
>you can only lift 100 KG(220 lbs), the X thing is 110(242) KG, you need a 10 roll for 10 kg
>oh wait, you failed, you can't try anymore and you almost died
haha, every person can push past their limits, you don't need roll for that, but you can't argue with d&d morons, they still think about the one special game they had 20 years ago
because that garbage roll make things worse in rpg's
>oh you failed a check ? time to fight with 20 people
>you failed a perception check ? someone died
>you can't jump 1 meter (3 feet) and failed the roll? your companion died
Only, and I mean ONLY thing, video games benefited from in comparison to tabletop is way faster combat due to automation of rolls and math itself. Minor combat scenario can take an entire session in tabletop, in comparison.
Who is grooming her if she is tied up.
And presentation.. graphics, sound, music, etc. But hey, AI might soon change all of that. Random NPC's might be able to hold an actual conversation.
It only doesn't make sense if it's something obviously unobtainable.
But if you're struggling to move up in weight and you're reaching for that extra 5kg or something, then it makes tota sense.
Have you ever considered being skilled enough not to put yourself in a situation where luck mattered?
What happens if you lose a diceroll? That would go a long way in deciding if its a good addition to a game or not
>What happens if you lose a diceroll?
>Try to insert penis in vegana
>Lose dice roll
>End up inserting it in the butt
We had fun in /tg/ simulating dolphin rape cave in FATAL one day, in the end low roll for anal circumference was unironically fatal.
Sounds to me like a lot of this thread really wants to get into tabletop roleplaying.
I'd love to make an RPG that has no RNG, and I've cracked my skull on this issue plenty of times, but there's a reason most games still use it, and that's because there are no good alternatives outside niche application.
Either you come up with a better idea, or you take RNGsus dick up your ass and enjoy it.
A RPG without some kind of rng is just role playing
Instead of dice rolls have your skills give flat number bonuses, the idea being that they would average out over multiple checks.
So for example increasing evasion gives you -10% damage because if you were attacked 10 times you'd dodge one of them.
All of this can be calculated beforehand and presented to the player so they can make an informed decision on what action to take next in combat.
>So for example increasing evasion gives you -10% damage because if you were attacked 10 times you'd dodge one of them.
But that's less realistic and more boring than the alternative
It's a video game, realism is not inherently a positive quality.
And the alternative is a casino where all your input boils down to skewing the numbers in your favor.
>It's a video game, realism is not inherently a positive quality.
Yes it absolutely is. That's why video games have trended towards realism through time.
So are VBS and DCS some of the best games in the world right now?
It's a dead idea. It simply comes down to which side has the bigger numbers wins, the end.
Not really. Positioning, choice of targets, attacks, skills, items etc can change the outcome.
If you ever win a fight against overleveled enemies in any of the current CRPGs, do you try new things and come up with strategies how to beat them or just try the same thing over and over waiting for the rolls to go your way? In the end, whose achievement was it?
The problem is that there's simply a correct position and choice of targets you need to pick. Attacks, skills, and items are just numbers.
>do you try new things and come up with strategies how to beat them or just try the same thing over and over waiting for the rolls to go your way?
Usually try different approaches, but I find that in most games this doesn't change much and I win by either coming back later or getting lucky.
Yes but you need to find the correct position and choice of actions. That's where the strategy comes from.
You can also have an unpredictable AI, that would create unique problems that you need to solve on the fly, you have a set of tools that you know how they will behave, but you can't always know what the problem will be.
>You can also have an unpredictable AI,
That's called rng
Yeah and it's different from combat dice rolls. You need some RNG in a game, otherwise you could write out an exact sequence of actions to beat it optimally and anyone could do it by following the guide.
Every strategy and tactical game has some RNG (map generation, loot, unit HP, behavior).
To-hit and damage rolls are just the worst part of it.
>reading the guide
spoiling yourself. learn the game homosexual
>You need some RNG in a game, otherwise you could write out an exact sequence of actions to beat it optimally and anyone could do it by following the guide.
Yes, that's exactly the point I made.
it really wouldn't. rng Black folk need it to be black or white or else they can't cope. chance to hit, miss, crit, fail, isn't the same as having made a bunch of choices with tactics, positioning, etc and then the enemy does something after you've set the circumstances.
If the thing the enemy does after you've set the circumstances if predictable, it's boring. If what the enemy does is unpredictable, RNG is involved, and we're back to square one.
Can you just shut up? You're a lot dumber than you think you are.
You want dice rolling, we want simulated randomness, we are not the same.
No you absolute smoothbrain, a dice roll is just one of many ways to achieve simulated randomness. It doesn't fricking matter what you use, toss a coin for all I care. The result is the same and so is the conclusion, you need RNG in RPGs.
There's a difference in adjusting to a randomly generated situation and pulling a lever on a slot machine.
Wow great good for you
No there isn't. Someone pulled the lever and you adjust to the results.
adjust how? the results are either reward or no reward. there's no input on the part of the player. anyone can pull the level. not everyone can respond dynamically to outcomes from positioning, tactics, and whether or not they win or lose.
one thing that hasn't been brought up is divinity os: ll. there's a lot of RNG in that game with hit chance etc. but larian lets you figure out how to cheese and overcome a lot of the circumstance thats presented to you. i dont know that there's a single complaint about the cheese tactics because if you stay off youtube and stop spoiling yourself the discovery and execution of your strategy is far more fun than gaming the dice.
You seem to be talking about fail or loose dice rolls specifically?
the role playing comes into effect here. if I have rangers who have the high ground then yes the ai responds one way. if it's fighters it's another. the problem is you need a dressed up illusion of mechanics to feel like you did anything because you are incapable of enjoying something without the dice hanging in the background.
>You can also have an unpredictable AI
that would be rng lol
Positioning is always the same.. sturdy guys in front. Choice of actions has some space to play in, but I find I struggle to make the choices not glaringly obvious. Even in a complex counter system like Pokemon, it doesn't take long until the player picks the optimal choice every time. And of course as the others pointed out, unpredictable AI is a dice roll.
or you could have like "dodge points" that can be spent at will, or you could have an ability that says you dodge every Xth attack or all attacks with attack bonus less than value Y.
there are plenty of ways to do accuracy that are deterministic but most of them feel a lot faker than RNs do which is why most RPGs use them imo.
Supremely boring. You can predict the outcome of every encounter by just running the numbers.
Yes, now you get it. He wants to build a win button and press it.
Koreans will ruin every single RPG/Strategy game that doesnt involve dice rolls/rng.
They will crunch the numbers, optimise everything and invalidate the "Role playing" part of the RPG. The genre needs dicerolls
>Koreans will ruin every single RPG/Strategy game that doesnt involve dice rolls/rng.
If it's a single player game i don't see how they can ruin the game for others
No, the game ruins it for you. If the encounter's numbers are too high, you're fricked. So all the game can do is make every encounter harder in line with the player's stat progression.. at which point you might as well watch a movie, because you're gonna win every time. The only way to mitigate this, is puzzle based combat, but at that point you've become a puzzle game, and stat progression has become completely obsolete to your gameplay and you cease to be much of an RPG.
>The only way to mitigate this, is puzzle based combat, but at that point you've become a puzzle game, and stat progression has become completely obsolete to your gameplay and you cease to be much of an RPG.
From my experience, most RPGs inevitably become this towards the endgame
Because single player games arent competitive, the entire draw is figuring out fun and strong builds for yourself. Its like a puzzle.
But when other players have already broken and solved the game, the devs either have to accept that the game is shit because the optimal choices are already made for you and it isnt much of an RPG anymore, or they have to be in a constant race with the autists to beat their builds.
>INT
>WIS
The garbage that is killing D&D.
No dice? No RPG.
One part that is stupid about dicerolls are critical successes and failures. 5% to break the game and do something beyond your characters actual capabilities is just way too high. If you wan to keep it for the fun of it, I'd recommend at least lowering the chance. Like after rolling a 20, you roll another d20 and have to roll above 15 to confirm the critical success. That makes the chance around 1%, not nearly as common.
I really doubt that the guy calling people hamster brains will appreciate it, but for anyone interested in the question of why randomness is used in games (specifically d&d), might I recommend the following video
The presenter is a bit reddit, but I like him.
You should randomize the world, the enemies and the MC's body. The MC's mind and their actions should never be randomized, but up to the player (unless you're roleplaying mental illness I guess)
I personally prefere ARPGS, but without DnD, RPGS wouldn't be a thing.
>zero STR/INT classes
No wonder I hate D&D.
This thread has proven that STR characters have no INT
Is there a mechnic where you are immune to rolling 20s and 1s? Would make it more intriguing and make more sense in places where you cannot extremely excel or fail
normally in the tabletop game you can choose to pick the average score instead of rolling for a result for skill checks. For example, you decide to pick a 10 for an ability check to climb a wall, knowing that your character is good enough to do it with that result.
I think something like this could be added for combat, allowing you to pick the average roll for your damage (so instead of hoping every time that you get a 8 with your long sword, you just decide to settle for a 4)
>makes rng fun
How
Give players random cards and they can use them strategically to overcome challenges. Even with a weaker hand you know what you're working with in advance.
Yay, I get to know if I rolled a fail before or after the critical moment. Same difference.
You can have some cool resource management dynamics that allow you to win even with a bad hand if you play well enough. And ideally players could affect their own card pools. I just think cards enable designs where random chance isn't as abusive and polarizing as it is with dice.
that's because both players are working from the same starting point of RNG. i dont know my hand, you dont know yours, but we're going to adapt to the circumstance. plus, you can have the better hand and still play badly, make bad decisions, or get led on with mind games. that's what makes it exciting, because outcome is player dependent, with the exception of hearthstone.
what diceroll Black folk fail to understand is their outcomes are not a result of anything they've done, they may have stacked the odds (which they feel like is the "game") but they really only won because they DIDNT get unlucky. at that point the game becomes about stacking advantage against the dice, and its a positive feedback loop with no end. how people get pleasure from this system is beyond me.
You haven't changed anything about the gameplay though
Dice rolls only exist in TTRPGs as a substitute for mechanical skill. You don't need it when you have any kind of gameplay that depends on execution or reflexes.
true
Adaptability and cognitive skill is more fun than mechanical skill
Of course, that's why RPGs are still fun. If you have diceroll combat outside of an RPG it's dogshit. The rest of an RPG is what makes it fun.
Why can't we have both? Why does every monster in Monster Hunter play the same? Why can't we have some randomized Zinogres that are more clever and agile than the rest?