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The Trouble With Using D&D Rules In Videogames?

An anonymous reader writes "There's a new article on kuro5hin.org about the trouble with porting pencil and paper RPG games (such as d20 3.5) to RPG video games. One such rules-snatching video game is examined, The Temple of Elemental Evil. The article is also an introduction to a new RPG Standards Compliance system that is currently under development and will be online soon, in hopes of bridging the gap between computers and those lovable PnP evenings we all enjoy."

503 comments

  1. I'm not really into D&D stuff by Anonymous Coward · · Score: 5, Interesting

    But I believe Knights of the Old Republic uses this sort of system internally. It's mostly hidden from the user (unless they choose to view it), and I had no problems playing the game. In fact, it was quite enjoyable. A good mix, I'd say.

    1. Re:I'm not really into D&D stuff by c0ldfusi0n · · Score: 2, Informative

      Knights of the Old Republic uses modified DnD 3rd Edition rules. They had to modify it a little for new feats, skills and weapons (such as guns).

      --
      A computer makes it possible to do, in half an hour, tasks which were completely unnecessary to do before.
    2. Re:I'm not really into D&D stuff by abandonment · · Score: 1

      the key is having an 'overmind' of sorts that does it's own calculations based on the players' actions.

      then if they keep repeating the same actions over and over, you could potentially detect this and trigger appropriate events accordingly.

      we're doing this in our upcoming game - if the player stays in a particular level or area too long, the game can provide tips or hints - which come through as communications from other characters

      'hey, you lost?' type messages, which, if the player responds affirmative to, the character provides a 'tip' to help them on their way.

      if this occurs multiple times, the player recieves more information on how to complete the level or area.

      in harder difficulties these tips are less frequent, or non-existent.

      similar behavior can be used to affect the player's behavior in many ways.

    3. Re:I'm not really into D&D stuff by Minna+Kirai · · Score: 4, Funny

      then if they keep repeating the same actions over and over, you could potentially detect this and trigger appropriate events accordingly.

      It looks like you may be trying to write a letter!

    4. Re:I'm not really into D&D stuff by Frizzle+Fry · · Score: 1

      If you are going to automatically provide hints, I think it's important to give a way to turn them off (or make it easy to ignore them, for example by not talking to people who offer you help). Some people feel it's cheating to beat a game using hints and would be upset by being given them without asking, even when stuck.

      --
      I'd rather be lucky than good.
    5. Re:I'm not really into D&D stuff by abandonment · · Score: 1

      agreed, this is why the 'hints' are only available on the earlier modes of play. with open-ended games, however i feel that it is very important to provide the player with some way of figuring out what they are supposed to be doing, even if you are leaving the options fairly wide open

    6. Re:I'm not really into D&D stuff by obeythefist · · Score: 1

      The whole point of the game for me was the D20 system, although a bit kludged. I suppose people see different things in games. But yes, a good mix, despite the very flawed implementation of the D20 rules in KOTOR.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
  2. One question... by Cyno01 · · Score: 5, Funny

    Where are the cheetos?

    --
    "Sic Semper Tyrannosaurus Rex."
    1. Re:One question... by Anonymous Coward · · Score: 5, Funny

      Graham: Galstaff, you have entered the door to the North, you are now by yourself standing in a dark room. The pungent smell of mildew emanates from the wet dungeon walls
      2: WHERE ARE THE CHEETOS?!?!
      Graham: They're right next to you
      Galstaff: I cast a spell
      2: Where's the mountain dew?
      Graham: In the fridge, DUH!
      Galstaff: I wanna cast a spell!
      2: CAN I HAVE A MOUNTAIN DEW?!?!
      Graham: Yes, you can have a mountain dew just go get it
      Galstaff: I can cast any of these right, on the list?
      Graham: Yes, any of the first level ones
      2: I'M GOING TO GET A SODA, ANYONE WANT ONE?!?! HEY GRAHAM I'M NOT IN THE ROOM RIGHT?
      Graham: What room?
      Galstaff: I want to cast MAGIC MISSILE
      2: THE ROOM WHERE HE'S CASTING ALL THESE SPELLS FROM!
      Graham: He hasn't cast anything yet
      Galstaff: I am though if you'd listen- I'm casting MAGIC MISSILE.
      Graham: Why are you casting magic missile? There's nothing to attack here.
      Galstaff: I... I'm attacking the darkness!

      (LAUGHTER FROM ALL)

      Graham: Fine, fine... you attack the darkness. There's an elf in front of you
      4: WHOA! That's me right?
      Graham: He's wearing a brown tunic, and he has gray hair and blue eyes
      4: No I don't, I have gray eyes
      Graham: Let me see that sheet
      4: Well it says I have... well it says I have blue but I decided I want gray eyes
      Graham: Whatever... Okay, you guys can talk to each other now if you want
      Galstaff: Hello
      4: Hello
      Galstaff: I am Galstaff, sorcerer of light!
      4: Then how come you had to cast magic missile?

      (LAUGHTER FROM ALL)

      Graham: You guys are being attacked
      2: DO I SEE THAT HAPPENING?!?!
      Graham: No, you're outside by the Tavern
      2: COOL, I GET DRUNK
      Graham: Sigh... there are seven ogres surrounding you
      Galstaff: How could they surround us? I had Mordenkainen's Magical Watchdog cast
      Graham: No you didn't!
      2: I'M GETTING DRUNK, ARE THERE ANY GIRLS THERE?
      Galstaff: I totally did! You asked me if I wanted any equipment before this adventure and I said no, but I need material components for all of my spells, so I cast Mordenkaiden's Faithful Watchdog.
      Graham: But you never actually cast it
      2: ROLL THE DICE TO SEE IF I'M GETTING DRUNK!
      Graham: Arghhhh... yeah, you are
      2: ARE THERE ANY GIRLS THERE?
      Graham: Yeah...
      Galstaff: I did though- I completely said when you asked me...
      Graham: NO YOU DIDN'T. You didn't actually say that you were casting the spell so now there's Ogres okay?
      2: OGRES? MAN, I'VE GOT AN OGRE-SLAYING KNIFE, IT'S GOT A +9 AGAINST OGRES!
      Graham: YOU'RE NOT THERE! You're getting drunk!
      2: OKAY, BUT IF THERE ARE ANY GIRLS THERE I WANT TO DO THEM!

    2. Re:One question... by ackthpt · · Score: 5, Funny
      Yeah, that's how I remember it too. Though on one occaision my brother was the GM and was really pissed that we spent an entire afternoon and part of evening running amok in a the town he expected us to just outfit in and get going. (instead we tried to rob the store, burglarize a house, my half orc [int of 5] was crawling down mainstreet under an overturned boat like Homer Simpson, burned a store and got half the party almost killed, it was fun :-) another time involved creative methods of interrogation with a pair of pliers.

      And people have to ask why we played those games. It wasn't for killing and treasure and shit, that's for sure. :-)

      --

      A feeling of having made the same mistake before: Deja Foobar
    3. Re:One question... by Anonymous Coward · · Score: 0

      I got beaten up for constantly acting like 2 in that sketch.

    4. Re:One question... by terrox · · Score: 1, Funny

      Our games don't sound like that, ever heard of Attention deficit disorder?
      cut back on the sugar.

    5. Re:One question... by glenkim · · Score: 1

      Motherfucker loves Cheetos.
      http://www.penny-arcade.com/view.php3?date=2004- 01 -23&res=l

    6. Re:One question... by 33degrees · · Score: 5, Informative

      If any of you are scratching your heads, trying to figure out where this text is from, it's from Summoner Geeks.
      Figured I'd could save someone the trouble I just went through trying to figure it out...

    7. Re:One question... by Anonymous Coward · · Score: 0

      OMFG! I haven't laughed that hard since my idiot little brother stepped on a d4!

    8. Re:One question... by Anonymous Coward · · Score: 0

      I summoned them into my belly!

    9. Re:One question... by flatface · · Score: 1
      Slightly less evil Fileplanet link: http://www.fileplanet.com/files/80000/86368.shtml

      Yeah, I know Fileplanet is evil, but I could never get ifilm movies to play on my computer (Linux).

    10. Re:One question... by Orestesx · · Score: 1

      It was funnier before I had to listen to the most annoying voices on the planet.

    11. Re:One question... by Anonymous Coward · · Score: 0

      Though on one occaision my brother was the GM and was really pissed that we spent an entire afternoon and part of evening running amok in a the town he expected us to just outfit in and get going.

      That's what separates a good GM from... well, everyone else. He can either just roll with it -- basically their job is to make the game fun for everybody else -- or he can do things to force everybody back on-track. If he did neither of these things, then he wasn't cut out for the job in the first place. It's actually fairly hard work.

    12. Re:One question... by stonecypher · · Score: 1

      This is the transcript of a skit from an old comedy album (which I used to own, but which was stolen and is now out of print) by the Dead Alewives, a Milwaukee improv comedy band who once sent their album to a DJ friend of mine from Newark. The album went under the name "Take Down the Grand Master," if I remember correctly.

      The track was adopted and adapted to a video clip of characters from Summoner, and released as a brief movie called Summoner Geeks, but unfortunately too late; by the time that made them popular, the album was already out of print, and the group always resisted making reprints (for reasons I never understood.)

      These days, their web page is down, which is a damned shame; there were some tracks not on the album which were on their web page (and vice versa; god, I want to hear Jazz Chat again, because if two-lip bubble lark Hampton can take the paper from Genghis Spider-Monkey, then I can certainly steal the sports section.)

      If anyone knows how to reach them, please get on your knees and beg for a reprint. Though, their web page down, I fear the group is broken up and that a reprint isn't gonna happen.

      --
      StoneCypher is Full of BS
    13. Re:One question... by tyndyll · · Score: 1

      just to give the source for that - The Dead Ale Wives, a group of Improv Comedians from Milwaukee came up with this horrible depiction of real life events (hell, it happens every time we game)Here is the google cache, the site seems to be down

      --
      Morale seems good, considering, although high spirits are just no substitute for eight hundred rounds a minute
  3. Using long words gets me +5 Insightful by Slashdot+Hivemind · · Score: 3, Insightful

    The main problem encountered here is that a system designed primarily for abstraction, that relies on mental visualisation to compensate for the abstraction, is being ported to an environment where complexity can be handled and arbitrary visualisation is provided. Additionally, IMO hitpoints really don't work representationally after a set point.

    BTW, I'd like to just point out that I haven't touched a P+P game since I was 12

    1. Re:Using long words gets me +5 Insightful by Anonymous Coward · · Score: 0

      And how is this different that programming in general (other than the hitpoints part)? Seems that doesn't give the world huge problems (unless you talk about the upcoming world war of C++ vs C# and Java advocates).

    2. Re:Using long words gets me +5 Insightful by DAldredge · · Score: 1

      Well, at least they didn't get into the daily kuro5hin debate/catfight over the use of American or the madeup word USian.

      I wish I was joking.

    3. Re:Using long words gets me +5 Insightful by Anonymous Coward · · Score: 5, Funny
      BTW, I'd like to just point out that I haven't touched a P+P game since I was 12
      Last year must seem like a long time ago eh?
    4. Re:Using long words gets me +5 Insightful by Anonymous Coward · · Score: 0

      BTW, I'd like to just point out that I haven't touched a P+P game since I was 12

      Why not?

    5. Re:Using long words gets me +5 Insightful by jg_elliott · · Score: 1

      BTW, I'd like to just point out that I haven't touched a P+P game since I was 12 At first, when my friends started getting in to it a few years ago, I didn't really see the attraction in dnd; I thought "if there isn't a physical representation of what is going on, it must be uber lame." But, since then they persuaded me to play a couple of games and I've really enjoyed them - we play whenever we get the chance (not often due to being at different universities). Sure, it maybe a little geeky, but then again, when was sitting around with your mates and having a beer and a laugh geeky? I'd recommend it for anyone to have a go; my girlfriend even volunteered to play, but I'm not sure she know what she's getting herself into! While I love NWN, it just not the same as dnd; even in multiplayer mode at a lan party. Personally I attribute that to things like combat being different; in dnd you can take your time deciding what to do next turn, but in NWN (and i assume, other games) combat can be over really quickly. It's nice to have a fast moving game, but you miss out on the thinking time. Not to mention the social activity. In my opinion, computer games are currently a complement to real dnd, maybe something to do when you cant meet up, not a replacement.

    6. Re:Using long words gets me +5 Insightful by poot_rootbeer · · Score: 0

      BTW, I'd like to just point out that I haven't touched a P+P game since I was 12

      That's funny, because when I was 12 I STARTED playing games with my peepee. Still do, in fact.

    7. Re:Using long words gets me +5 Insightful by Anonymous Coward · · Score: 0

      You haven't touched your peepee since you were 12? I call bullshiat.

  4. Bullshit! by Anonymous Coward · · Score: 1, Interesting

    Look at Knights of the Old Republic. Not even D&D even though it used the D20 system. I have rarely seen a game half as balanced as that one. The D20 system was invented just to make it easy to make video games.

  5. MOD PARENT UP by Anonymous Coward · · Score: 2, Informative

    He's making a remark to the excellent D&D parody by the Dead Alewives. If you search Google for it you can probably find it.

  6. The problem is by timothv · · Score: 5, Insightful

    Problem is that D&D's number-crunching sucks and instead of focusing on giving the player a thousand numbers to concern himself with, it'd be better to make a fun game.

    1. Re:The problem is by Aglassis · · Score: 5, Insightful

      You said: " Problem is that D&D's number-crunching sucks and instead of focusing on giving the player a thousand numbers to concern himself with, it'd be better to make a fun game."

      Thats why the White Wolf games are so lax on numbers and vague on what some attribute to your ability will do. The point of a RPG is to role play, not to kill monsters and powergame. Unfortunately, most of the public thinks the latter is what an RPG is. It is painstakingly difficult to talk about a pen and paper RPG without others thinking your are a D&D powergaming freak. Its sad really, since RPGs are a great intellectual game. Once anyone focuses more on making the RPG compliant so that the numbers balance out, they've lost the point of the game altogether.

      --
      Suddenly, the hairy finger of a familiar monkey tapped me on the shoulder. It was time.--G. T.
    2. Re:The problem is by Hungus · · Score: 1

      No the problem is that D&D sucks ... Now Rolemaster from ICE thats a real system for real RPers and is much deserving of being ported. Then we would have real RPGs instead of this let me lead you down a story junk that comes from most other CRPGs. And yes I am a fan of Bethesda's TES series

      --
      Bad Panda! No Bamboo for you! In matters of importance ACs will not be responded to. Want to say something critical,OK
    3. Re:The problem is by bahwi · · Score: 2, Interesting

      Problem solved, but not in the way you want:

      Make the number crunching fun.

      HackMaster by KenzerCo

      The quirks and flaws system is incredibly fun, and yes, you can skip the parody part and have a great game!

    4. Re:The problem is by bahwi · · Score: 2, Funny

      Powergaming in D&D?

      No way! I don't believe it!

    5. Re:The problem is by Jahf · · Score: 1

      The problem is that Wizards of the Coast/Hasbro are too anal retentive in what they are willing to license.

      The ruleset could be adapted for online play, but WotC spends so much time micromanaging it that the groups like BioWare can get bogged down for months (closer to a year in the case of some of the Neverwinter stuff) just making the WotC IP folks happy.

      I will agree that D&D is not the best system to adapt to electronic form (though the number crunching issue should be a non-issue for that, if anything electronic gaming makes that bit better for the player) but the D20 system helped that somewhat and they still have a large chest of source material to pull from.

      Not to mention mindshare, which is huge in video gaming.

      --
      It is more productive to voice thoughtful opinions (reply) than to judge (moderate) others.
    6. Re:The problem is by JanneM · · Score: 1

      Rolemaster!? If any system is a pile of rules and tables piled upon rules and tables that is it. It is freaking impossible to actually roleplay in that system; you are too busy finding the right table to tell you which table you should roll on (and which, inevitably, will require to do a few supplemental rolls on yet more tables).

      *calming down*

      Seriously, isn't Rolemaster a little heavy on the use of tables rather than DM adjudicating?

      --
      Trust the Computer. The Computer is your friend.
    7. Re:The problem is by Hungus · · Score: 1

      Actually I found that with rolemaster the rules really set you free to roleplay. It is easy to get lost in charts if looking at a whole, but it really is not like that at all. Is there a chart for almost everything? Certainly seems so, but I gaurantee you that you will not spend 15 minutes arguing as to weither or not it is possible to do something. It all comes down to it is this difficult, and you have this skill and that bonus: roll and check the maneuver chart. Roll badly and you may become a puddle of a former character, roll superbly and you may dazzle your opponents. But seriously it is a great system just be sure that you play it it is with an experienced GM and you will be hooked for life. Only thing that comes close is Harnmaster.

      --
      Bad Panda! No Bamboo for you! In matters of importance ACs will not be responded to. Want to say something critical,OK
    8. Re:The problem is by Anonymous Coward · · Score: 0

      That's one of the reasons I'm not too much into the lastest version of D&D. It's technically a good game, but I'm not too much interested in technicalities, most of the time.
      I prefer the old "Basic" D&D game. A lot of people look down on it, but its simplicity is its saving grace.
      People who want an RPG version of Magic:The Gathering would be quite disapointed by it though. ;-)

    9. Re:The problem is by wmacgyver · · Score: 1

      hmm, has RoleMaster[RollMaster :)] improved since its early days? I remember playing it a long time ago, and having to roll tons of dice, and lookup tons of tables to do anything.

    10. Re:The problem is by crashfrog · · Score: 4, Insightful

      Powergaming is roleplaying.

      Not everybody wants to play the role of a whiny, neurotic, tortured Gothic denizen of the night. Some of us think vampires are about as sexy as ticks.

      Some of us want to play the role of a master of fighting prowess. who puts evil abominations to the sword. Some of us are into kicking down doors and divying up the loot. Since we don't do that IRL but rather construct personas to do it in a game, it's still role-playing. Just because I'm not interested in exploring the many facets of a character that, in real life, would be in a padded room, don't pretend like your games are somehow more legitimate than mine, ok?

      Powergamers are role-players. They're just playing a role that you apparently don't like. Well, stuff it. You play Vampire: The Wearing of Stupid Dog Collars and I'll stick with D20 and hopefully, we'll never be at the same gaming table, ok?

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    11. Re:The problem is by JanneM · · Score: 1

      From my experience (and I have played Rolemaster for a good long time), you tend to end up in discussions of which rule/table is the relevant one far too often. Is action X actually Stalking or Hiding? The problem is that by trying to cover _everything_, and in a rather detailed way, it fails badly whenever you end up with a situation that isn't actually covered. D&D is fuzzy enough that a reasonable interpretation can be found quickly, and it won't break interpretation of other, similar situations.

      Also, the very detailedness of the rules hampers the DM:s ability to fudge things, or to simply decree the result of a given situation. The more rules-oriented players will inevitably object that "but the rules say ...".

      --
      Trust the Computer. The Computer is your friend.
    12. Re:The problem is by Anonymous Coward · · Score: 0

      Rolemaster was quite an innovative system in its time. But in the mid-90's ICE made a huge mistake. They decide to make the system more complex than it already was. Actually they wanted to condense the current ruleset into a more manageable version, but in the process they ended up creating what is effectively one of the most complex RPGs ever. Creating an RMSS (Rolemaster Standard System) character took hours, and you had literrally a donzen sheets of skills, each of which had several modifiers based on your stats, race, and experience. Add to that the fact that Rolemaster combat is utterly deadly, and you could easily lose a character in less time that it took to roll him up. Quite distressing to say the least!
      It seems that ICE has learned its lesson because they recently released a new game that is basisally "Rolemaster Lite". But it's new and there still seems to be some "bugs" or things to work out. Probably worth looking into though...
      The old MERP (Middle Earth Role Playing) game was pretty damn cool though. That was basically Rolemaster for people who can't handle the whole enchilada, and that's about as far as I would go myself... Pity they had problems with the Tolkien lawyers and had to stop making that game. It was trully one of the best fantasy RPGs ever.

    13. Re:The problem is by Hungus · · Score: 1

      Makes me wonder what "a good long time" means to you. Obviously Stalking is an active activity whereas hiding is a passive activity. As for GM fudging you imply thats even if only going by the dice the GM has to let anyone else know what they rolled. We always spent far more time on interaction and storytelling than combat or actions.

      --
      Bad Panda! No Bamboo for you! In matters of importance ACs will not be responded to. Want to say something critical,OK
    14. Re:The problem is by Hungus · · Score: 1

      Actually the problem was Chris Tolkein, he wanted a long tonne of cash for the rights to his father's works. ICE had already invested to much into CCGs and Tolkein products assuming they would get a reasonable renewal for the IP, they didn't.
      As for MERP well I always considered it to be RM lite. Loosing a character faster than creating one, sure in fact I have seen chars die during creation and/ or travel to the initial Starting point. It happens and to me is part of teh charm of the game. Oh and RMSS well I wont talk about that I am an RM2nd player :)

      --
      Bad Panda! No Bamboo for you! In matters of importance ACs will not be responded to. Want to say something critical,OK
    15. Re:The problem is by Aglassis · · Score: 5, Insightful

      You said: "Powergamers are role-players"

      This reminds me of an old problem that existed in Ultima Online. At one point the halberd was the best weapon for a fighter. Now if people were actually roleplaying they would probably pick weapons more suited to different fighting roles than the halberd which is a fairly exotic military weapon. You could probably expect some people to play knights using swords as their weapons, others as archers, etc. But did this happen? No of course not, everyone picked the halberd. Later when a game patch came out that made the kitana the most powerful weapon, did those people stay with the halberd? Nope. They jumped ship for statistical reasons.

      How is this roleplaying? How is knowing that your weapon will deal 2 points more of damage a turn on average versus a competitor the deciding factor for someone who wants to play a role as a knight (as an example)?

      Its powergaming, not roleplaying. Roleplaying is taking all the good and the bad of a character and making due with it. When you powergame, there is no role being explored; it more like fun with statistics.

      --
      Suddenly, the hairy finger of a familiar monkey tapped me on the shoulder. It was time.--G. T.
    16. Re:The problem is by Hungus · · Score: 1

      I think I need to clear this up ...
      If you play a simple fighter char with 3 weapons the most charts you will most likely ever see is 3 one for each of your weapons. Mage/cleric types need one or 2 charts for each of their spell lists and 1 for each different weapon / element thats it. we joke about it but there really are not that many charts or rules. Want charts and rules .. go play the original edition of Star Fleet Battles and use all of its addenda.

      --
      Bad Panda! No Bamboo for you! In matters of importance ACs will not be responded to. Want to say something critical,OK
    17. Re:The problem is by crashfrog · · Score: 0, Redundant

      How is this roleplaying?

      You don't think that, in real life, a soldier might notice that those with halberds tended to win more engagements, and therefore might choose to adopt its use himself?

      I'm not saying that everybody who powergames considers themselves playing a role, or thinks about their character. But it is possible to play a character motivated by a need to win battles, and for that character, optimizing combat effectiveness isn't munchkinism, it's exactly what their character would do.

      But no. To you, if they're not keeping intimate detail about every little bit of tedium that occurs in their lives, and are spending more time wondering how the dragon makes them feel as opposed to how to slay it, they're some kind of subgamer. Never mind that there's a number of real-life people who approach their own lives with a certain aim of maximizing effectiveness in whatever field they choose.

      If you want to act, there's a number of venues for you to do so (I have). I suggest you start by getting involved in your local community theatre. But the rest of us at your table are a little more concerned about solving the problems set out for us by the GM than dealing with your in-character histronics.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    18. Re:The problem is by PsiPsiStar · · Score: 4, Funny

      Not everybody wants to play the role of a whiny, neurotic, tortured Gothic denizen of the night.

      No, you go to Slashdot for that.

      Of course, that's not really fair of me.

      You're probably not gothic.

      --

      ___
      It's the end of my comment as I know it and I feel fine.
    19. Re:The problem is by Aglassis · · Score: 3, Insightful

      I've said this before and I'll say it again: personal attacks do not win arguments, they are only intended to confuse the facts. Only the truth wins arguments, and it doesn't matter who says it (it could be a trashman or Niels Bohr himself who says it, it doesn't matter). Additionally, its generally not a very good idea to make generalizations or try to draw conclusions from the behavior of a person you have never met. Chances are your conclusions are off. Now to get to my point.

      You said: "But it is possible to play a character motivated by a need to win battles, and for that character, optimizing combat effectiveness isn't munchkinism, it's exactly what their character would do."

      And previously: "Some of us want to play the role of a master of fighting prowess. who puts evil abominations to the sword."

      I think you missed my point on the halberd. Its not a general purpose fighting weapon. Its meant to be a can opener for heavy armor. How exactly is using it on the field a good idea? If you would put yourself into that role I think you would understand that in general field usage you would get killed very quickly. If you put yourself into the role of a master of fighting prowess, for example, I would expect you to more likely pick a weapon that is more general purpose.

      Now let me phrase my point on the halberd: a role player is a person who picks it as a weapon because he or she intends to attack heavy armor and it is the logical weapon. A powergamer picks it because a simplistic game world gives it more points of damage while not giving the significant detraction that a person using it would have basically no defensive ability in one on one combat.

      --
      Suddenly, the hairy finger of a familiar monkey tapped me on the shoulder. It was time.--G. T.
    20. Re:The problem is by Halfbaked+Plan · · Score: 0, Troll

      Some of us want to play the role of a master of fighting prowess.

      That reminds me of some young 'goth chicks' who I used to hang out with a bit years back. They'd been coaxed into finally showing up at some sort of a SCA event. SCA is the Society for Creative Anacronism. Anyway, they showed up, and as is sometimes the case, the SCA event had degenerated into the tiresome 'fighting' stuff.

      The 'goth chicks' told me it 'reminded them of gym class.'

      'Powergamers' sound like fricking jocks to me.

      --
      resigned
    21. Re:The problem is by Halfbaked+Plan · · Score: 1

      You don't think that, in real life, a soldier might notice that those with halberds tended to win more engagements, and therefore might choose to adopt its use himself?

      You don't get it, apparently. Does everybody play the role of 'a soldier'??

      --
      resigned
    22. Re:The problem is by crashfrog · · Score: 3, Informative

      I think you missed my point on the halberd. Its not a general purpose fighting weapon.

      Says you. I guess what I didn't understand, because you haven't said, is what experience or expertise you have that leads to you make this claim.

      Now I'm no expert in medieval weapons myself, but I've read stuff, been to museums, and kept my eyes open. And I fight with re-enactment weapons, so maybe I know a thing or two. And as far as I can tell, the halberd (or any variant of the polearm) is in fact a "general purpose weapon." You might want to ask the generations of samurai wives expected to defend their homes - the halberd (naginata) was their weapon of choice. You might care to ask the thousands of infantry for whom the blade or axe on a pole was their weapon of choice. You might care to ask the Swiss mercenaries who guard the Vatican who wield halberds to this day if the halberd was used as a "general purpose weapon."

      You claim it has no defesive power, so I guess you've never fought with one - the pole across your body is a pretty powerful defensive advantage. You know, and there's the thing about how you can kill someone before they've come within two sword-lengths. That's another pretty strong defensive strength.

      How exactly is using it on the field a good idea?

      I dunno. I guess you might start by asking the generations of fighters who used it on the field, unhorsing knights, making trip attacks, etc.

      You seem to think that, because not everyone agrees with your views on battlefield doctrine, that the only concievable reason they choose to use the weapons they do is because they're cheats. Furthermore, you seem to think that role-playing constitutes "what would my character do in the real world?" Pardon me but I play my character based on what they would do in the game world. If it's a world where halberdiers have mastered the art of not getting killed using their weapon on the field, and everyone sees the advantages of their methods, then it's reasonable for my fighter to follow suit.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    23. Re:The problem is by Feanturi · · Score: 4, Insightful

      Its powergaming, not roleplaying. Roleplaying is taking all the good and the bad of a character and making due with it. When you powergame, there is no role being explored; it more like fun with statistics.

      I understand what you find Roleplaying to mean, and that's cool. However, the guy saying powergaming is roleplaying is right. It's taking on a role enacting things you don't normally do. Does it lack character depth? Sure, yeah, but it's still playing a role that is not one's normal life. You're just into two different types of roleplaying.

    24. Re:The problem is by crashfrog · · Score: 1

      You don't get it, apparently. Does everybody play the role of 'a soldier'??

      Obviously not. But I'm not saying that everyone should powergame, now am I? I'm just saying that it's bullshit to tell someone that they're less of a role-player because they've taken on a character who's motivation is to be good at combat.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    25. Re:The problem is by bm_luethke · · Score: 3, Informative

      "I think you missed my point on the halberd. Its not a general purpose fighting weapon."

      Says who? In our world? Sure. But in the game world you are playing the stats determine when and where something is useful. If a halberd was not useful in a field then it would have penalties. As such I would say that halberds, like magic, do not function exactly the same there as here. Unless you are roleplaying a psychotic person who thinks their reality is based on another world I would have to say that you are not remaining faithful to that world.

      "How exactly is using it on the field a good idea?"

      Well, if it didn't work well in that situation the game rules should take care of that shouldn't it? As such in the make believe world of where you are talking it works quite well in the field. How is it a bad idea if it is the most effective killing impliment.

      "If you would put yourself into that role I think you would understand that in general field usage you would get killed very quickly."

      So, if I played this mythical character and put him in this role he would have to think "Well, I could slay many people in the field of battle with this mighty halberd. But in another world I know nothing about it will not work so I will use this rusty sword!!!" How is that accurate role playing?

      "If you put yourself into the role of a master of fighting prowess, for example, I would expect you to more likely pick a weapon that is more general purpose."

      Actually I tend to pick whichever weapon I could kill with easiest. Since, at that time, the halberd was obviously the best tech in that world I would use it.

      " A powergamer picks it because a simplistic game world gives it more points of damage"

      This is correct. A powergamer can still roleplay. I can look at tables to figure which spell will kill the best based on damage. That does not mean that I can not roleplay as a researcher of effecient killings by reading various texts on the effectiveness of weapons and choose accordingly. It would be foolish to think that anyone that thier life depends on thier equipment qould choose anything other than the best available weapon and exercise program (in any world, real or make believe). Since those points represent reality in that game world it is a good place to look. If you wish to use the real world you have to look no further than our own wars - most everybody has the same weapons (except for the specialised troops) and it was the best combination of cheap/killing power at that time in history - exactly what you are bemoaning in said game.

      Now, the most telling thing about what you have written is that you constantly use a form of "If you think like I do" and guess what, not everyone does. Just because you do not like said role (or would not play it the same as another person) doesn't mean it isn't roleplaying. I am certain that there will be quite a few people that do not like your methods (and, given that you are using the real world to base what a weapon is good for I would say that I am one of those individuals).

      Ultimatly you are making no distinction between a powergamer and a munchkin. A munchkin is one that is strickly min/max best weapons and no role playing.

      --
      ------- Sorry about the spelling, I suffer from two problems. Dyslexia makes it difficult to spell well, lazy makes it
    26. Re:The problem is by Creepy+Crawler · · Score: 1

      And I want to make Tasselhoff Burrfoot look like a small time proanster.,..

      Oh wait. I did ;-) I stole loot from 10 bags of holding until the "mark" realised I was doing that........ and it was a barbarian with 23 STR.. OUCH!

      --
    27. Re:The problem is by Sloppy · · Score: 5, Funny
      How is this roleplaying? How is knowing that your weapon will deal 2 points more of damage a turn on average versus a competitor the deciding factor for someone who wants to play a role as a knight (as an example)?
      Why did Thulsa Doom, in his younger days, quest for the secret of steel? And then why did he change his whole strategy when he learned that flesh was stronger than steel?

      Because he learned. He wanted power, and he learned better and better ways to get it.

      Powergaming happens in the meta-game above real life. The guy who plays me, is probably explaining to his DM why the character switched to Python a few years ago. I can see it now, the DM says, "But Sloppy was into C! You're playing him wrong, you fucking munchkin, just to get a +2 on your programming roll." Then the player tries to explain that the character learned something about the relative values of programmer time vs compute time, but the DM shakes his head. "Sloppy is too dumb to learn," he says.

      The player complains, and the DM threatens, "Look, just shut up, already. I'm getting tired of this." But the player persists.

      Finally, the fed-up DM says, "That's it. Cthulhu appears and kills your character."

      Ok, Aglassis, I want you to think about what you did. You just got me killed in what we call "real life", and Cthulhu is now wandering around. Do you think anyone in the world is safe, now? Cthulhu is out, and you're going to die too. Way to go. I hope you remember that, when your player rolls up the next Aglassis. And ask yourself: who is the real munchkin? The guy who was trying to convince the DM that I could learn from experience to try to become more powerful? Or the narrow-minded DM who thought characters shouldn't adapt, and then in a childish tantrum, set Cthulhu loose on the world?

      --
      As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
    28. Re:The problem is by mlush · · Score: 1
      If you play a simple fighter char with 3 weapons the most charts you will most likely ever see is 3 one for each of your weapons.

      Fight between man with club and man with sword requires 8 tables

      • Sword attack table, most weapon tables reference two crit tables
      • Club attack table referencing two futrther crit tables
      • Critical fumble table, and moving manouvers (unless they just stand face to face hitting each other)

      All these tables are A4 written in 6 point font

    29. Re:The problem is by Hungus · · Score: 1

      Some weapons will do more than one damage type. (Krush, puncture slice etc.) The player doesn't need this, thats for the GM

      Club attacker is either
      A) an NPC in which case its GM or GM Asst.
      B) another PC in which case they handle it or
      C) a paranoid Schizophrenic Player who is obviously the exception not the rule and is either really dextrous or playing 2 chars.

      GM has Maneuver table char doesnt need it ..., same with fumble etc

      Therefore I stand by my previous assesment player needs 1 table for each weapon if non magic user.

      --
      Bad Panda! No Bamboo for you! In matters of importance ACs will not be responded to. Want to say something critical,OK
    30. Re:The problem is by fucksl4shd0t · · Score: 1

      Heh, you guys are all missing the point. It's years since I played, but there are a few traits that tend to be missing from the "powergame". Without going into detail on those, I'll just say that I don't enjoy a game missing those traits. But there's also frequently a few traits missing from the hard-core role-playing game, and I don't like that either. It can be very difficult to find a group with the right mix of powergamers and roleplayers, but rest assured, they both belong in the game, in the same game, at the same table, and so forth. Who's going to go off running into the dungeon to save the princess? The powergamer, or the poor beat-up thief that fell in love with her? When he gets there, who's going to kill all the monsters in the way? Right. Both belong at the table, as far as I'm concerned, and I'd prefer to have a good balance between the two.

      --
      Like what I said? You might like my music
    31. Re:The problem is by fucksl4shd0t · · Score: 1

      I always enjoyed Rolemaster, but I always thought it was a game that would be better spent as a computer program to assist gamers. The #1 problem I have with RPG's (and the reason I quit playing them) was that too much time was spent in rules, but in the simpler system, too much time was spent arguing over interpretation of the rules. So I wanted something with the resolution of Rolemaster but used some neat little automated method to deal with the rules.

      Of course, these days I don't have time for that stuff anymore. :( Hopefully RPG's will still be fun when my kids get old enough, then I'll try to get them interested just so I can play them again. ;)

      --
      Like what I said? You might like my music
    32. Re:The problem is by Anonymous Coward · · Score: 0

      Yeah, and "goth chicks" reminds me of the girls who couldn't even get laid by hanging around outside the gym.

    33. Re:The problem is by Darth · · Score: 2, Insightful

      no it isnt. it is never role playing to use knowledge outside of the realm of your character's experience to influence your character's actions.

      do you think it's role playing to read the monster manual and suddenly your character knows everything about every type monster in the game?
      is it role playing to read the module ahead of time and then, at the beginning of the module, kill the guy who betrays your party at the end of the module?

      what role are you taking on in those cases?

      --
      Darth --
      Nil Mortifi, Sine Lucre
    34. Re:The problem is by foxtrot · · Score: 1

      So all the warriors in Ultima Online started with halberds and switched to katanas. Is this necessarily a problem with powergamers, or a problem with the world design?

      Knights on our planet carried swords for a reason. Archers carried bows for a reason. Were knights and archers all powergamers because they all carried swords or bows and nobody carried a sai or bec de corbin or something?

      It sounds to me like the real problem is that Ultima Online ignored the drawbacks to wielding a halberd-- tough to work close in, too big to move quickly. So folks then switched to the katana-- which, when you get down to it, prolly ought to be pretty much identical to a long sword in game terms. If everyone is carrying around the same sort of weapon, I'm okay with that-- that fits with history. I think the problem here is Ultima Online decided they wanted some weapons to be cooler than others...

      -JDF

    35. Re:The problem is by Darth · · Score: 2, Insightful

      A powergamer can still roleplay. I can look at tables to figure which spell will kill the best based on damage. That does not mean that I can not roleplay as a researcher of effecient killings by reading various texts on the effectiveness of weapons and choose accordingly.

      are you spending skill points on knowledge skills to reflect all this studying your character is doing?

      It would be foolish to think that anyone that thier life depends on thier equipment qould choose anything other than the best available weapon and exercise program (in any world, real or make believe).

      well, that explains why there is only one kind of pistol in the world.
      in reality some people like Sigs and some people like Glocks. A lot of the reasons they feel the way they do are abstract.
      I'll grant you that this is a failing of the game mechanics. They should make the weapons have pros and cons that make the choice of what weapon to use be based on the situation. The problem with that is that it makes the game more complicated to add that kind of complexity, so developers dont tend to do that (for fear of alienating customers, i guess).

      It's also inherent in the process of adding a mechanic that it will be possible to statistically analyze it and find key points with which to min/max a character. life isnt really codified so conveniently.

      --
      Darth --
      Nil Mortifi, Sine Lucre
    36. Re:The problem is by Anonymous Coward · · Score: 0

      The ST system evolved from the shadowrun system which evolved from the D&D2nd system.
      The D20 system is a dirty kluge on a 30 year old crufty system. The ST system is completely superior.

      Personally I use ST in homebrewed fantasy settings based loosely on the D&D setting.

      and if your VtM games are that stupid you've got a terrible troupe. Thats a worst care scenario. I've experienced the worst case D&D scenario which goes a little like this:

      1) exchange blows with a monster
      2) first one to run out of hitpoints wins
      3) find a new monster
      4) goto 1)

    37. Re:The problem is by Minna+Kirai · · Score: 3, Insightful

      no it isnt. it is never role playing to use knowledge outside of the realm of your character's experience to influence your character's actions.

      The example given (about UO fighters prefering first the halberd, and then the "kitana") was not about OOC (out-of-character) information.

      Which weapon was strongest was known in-character. (Fighting as many random monsters as those guys do, they'd figure it out pretty quickly by experimentation) In real life, there is no "best" weapon, because different tools are preferred for different situations. But because of the simplified game rules, it was apparent in character that halberds were useful in many more situations than they really should be.

      If tommorrow all shotguns magically became more accurate than M-16s, the soldiers of the world would quickly switch to the new best weapon.

      The "role" these gamers are playing isn't "swordsman" or "spearman", it's "strong fighter, using the best weapon for the situation". If the game rules are so poor as to make one weapon best in every single circumstance, the fault goes to the designers, not the players.

      do you think it's role playing to read the monster manual and suddenly your character knows everything about every type monster in the game?

      Examples like that are not what was discussed.

    38. Re:The problem is by Darth · · Score: 1, Insightful

      You might care to ask the Swiss mercenaries who guard the Vatican who wield halberds to this day if the halberd was used as a "general purpose weapon."
      while it's true they still carry halberds, they are for ceremony now. All members of the swiss guard are trained in firearms use. (also, they aren't mercenaries. they are a standing army)

      the pole across your body is a pretty powerful defensive advantage.
      i disagree. It's a terrible defense against any thrusting weapon. It's not a particularly good defense against a weapon that would snap the haft in two (like an axe, or heavy mace). It's not a good defense against a weapon with a chain, like a flail or morning star.

      You know, and there's the thing about how you can kill someone before they've come within two sword-lengths. That's another pretty strong defensive strength.

      Well, a sword blade is about 2.5 to 3 feet. A halberd is 7 to 9 feet. if you swung it in a way that would hit someone two sword lengths away from you, you better hope you hit them. If you miss, or they have a shield, they'll be on you before you can recover from your attack.

      Halberds are not great for individual tactics. They are good for small group tactics. They are good against mounted opponents.

      There's a reason renaissance nobles learned to fight with rapiers and not halberds for their personal self defense.

      All of that being said, i agree that your character has to make his decisions in the context of the game world. However, i do think that those decisions should have an in game justification. it isnt role playing for your character to make decisions based on game mechanics or other player information. That information might tell you what you want to do with the character, but you still have to justify the decisions in the context of the character and his involvement in the game world (if you are going to call it role playing).

      Ultimately, the core of the problem is that the mechanics of the game are not complex enough to enforce the differences between weapons that make them appropriate in some situations and not in others. Probably the only way to keep simplicity while avoiding that kind of problem is to do it the Warhammer way. Make all one handed weapons functionally equivalent and leave the choice between a sword, mace and axe a purely aesthetic one.

      --
      Darth --
      Nil Mortifi, Sine Lucre
    39. Re:The problem is by Anonymous Coward · · Score: 0

      Upfront, my qualifications: I'm a Whitewolf player and storyteller, and I run and play d20 games... DnD, d20 Modern and Star Wars. In the past, I've both run and played Shadowrun, and a good percentage of my time during high school was spent FLARPing. (After saying this, I feel the need to assert that, yes, I have a girlfriend.) I play more WW than I do d20, but that's because modern fantasy is really my thing -- but d20 Modern does rock my socks.

      I'm one of those so-called serious roleplayers. I take character development and interactions very seriously, both in my GMing (I'll use the game-neutral term so as not to offend anyone) and in my playing, and I refuse to play in or with parties that don't. I don't have a problem with powergamers (unless they're obnoxious rule lawyerings, but, as parent pointed out there are obnoxious ROLEplayers, too), but I'm not very good at munching, and in my observations, and it seems that's where the fun is for ya'll.

      What I want to talk about, however, are some virulent stereotypes that get lumped on games and game types, that I just don't think are very true.

      Firstly, I like a dark edge to my games, but never once, in any game, even Vampire or Wraith (!), have I played a campaign where some silliness hasn't crept in for at least a scene or two. Roleplaying is a socially creative venture when it is best performed, and most players -- at least the serious roleplayer types that I game with -- love to impress the group with outstanding demonstrations of thier creativity. One of the best ways of doing this is to get everyone howling in laughter. My point here is that even the gothiest games aren't all angst -- just like in movies the drama can't be full tilt all the time.

      Secondly, I think you're working with an image of a single kind of Whitewolf player... the kind that becomes so wrapped up in their own character that they lose the SOCIAL part of the socially creative description I gave good roleplaying above. If the goal of the group is explicitly to tell a story and impress the other players while doing it, the threat of this is lessoned.

      Finally, as little as I want to introduce stereotypes into a post whose goal was to condemn them, while all WW games can be dark and "gothy," they don't have to be. Mage, especially, can be about religion, the human spirit, destiny and free will, philosophy in general. Hunter can be about blowing up monsters. Changeling can be a high school dating sim. I guess what I'm saying here is, don't just judge WW by Wraith or Vampire.

    40. Re:The problem is by tony_gardner · · Score: 1

      But powergaming takes advantage of the niceness of the DM. For instance, it is pretty common in a number of RPGs for a two handed weapon to deal more damage than a one handed weapon. Many powergamers take advantage of this to increase their damage. But this (generally) has the downside that you can't use a shield. So if you play in a group with a powergamer, better get used to them wining about how the monsters are getting "lucky" and hitting more often.

      Because you're playing for fun, the DM is reluctant to kill a character for making bad character building decisions. So, even though the penalty in the rules is clear, the actual penalty is nothing, because the DM wants to be nice.

      For instance: Your group falls into a lake. All of the power gamers are wearing heavy armour and can't swim. They should all die. But we can't have that, because it wouldn't be fun; so everybody lives, regardless of the fact that the power gamers didn't "pay" to live.

      I think that's the main problem with computer RPGs, (and with RPGs generally when not played with a smart DM). There's not much checking of characters to see if they make sense. If you want to powergame, that's OK, but you'd better be prepared to accept the negative sides of having a character with only a few specialities.

      In other news, my experience is that often powergamers tend to have the kind of personalities that feel persecuted in the real world because nobody recognises thair genius. Is it connected? I don't know.

    41. Re:The problem is by Darth · · Score: 1

      after i posted that, i knew i should have quoted the parent.

      in general, i agree with you on your hypothetical about shotguns and the ease with which the halberd switch in UO can be justified in the context of the game.

      What i was responding to was the statement :

      However, the guy saying powergaming is roleplaying is right
      which is supporting the assertion of the poster one post before the whole UO issue was brought up.
      i wasnt actually responding about the whole UO issue. (in retrospect, i probably should have just responded to the grandparent of the post i responded to, instead of it).

      This whole thread started with a complaint about people making decisions via number crunching instead of by what their character would do. That's the part of the parents i was commenting on. I wasnt very clear about that in my post (sorry about that).

      the examples i gave were intended as examples in the same vein as the original number crunching example.

      --
      Darth --
      Nil Mortifi, Sine Lucre
    42. Re:The problem is by Johnny5000 · · Score: 1

      "You could probably expect some people to play knights using swords as their weapons, others as archers, etc."

      Then I think this is a problem with the game itself, not the gamers.

      If you're a knight, you should get bonuses for weapons a knight would use, and penalties for non-knight weapons. Same thing for archer, or any other character.

      One of the games I play a lot is Morrowind. My character is an archer, and the main weapons of an archer are the bow and the longsword.

      If I want to, I could pick up an axe and try to kill stuff with it, but I suck with an axe. If I tried using one enough, eventually I'd get better, or I could pay lots of money for someone to train me how to use an axe.

      It's a really effective system.

      --
      The libertarian solution to the failures of capitalism is to apply more capitalism til the failures are fixed.
    43. Re:The problem is by autechre · · Score: 1

      Sorry, but I must disagree with your disagreements :)

      Perhaps a halberd is not such a great weapon if used in the style of an English knight or whatever. But for an experienced staff fighter who treats a halberd as a staff that happens to have a blade on one end, it can be effective against a variety of weapons.

      There are 2 basic types of ways to stop something from splitting your head open: meet and follow. Obviously, if someone is swinging a heavy mace at you, attempting to meet it with equal force is foolish. You keep their weapon going in the same general direction, redirecting it slightly, and change the position of your body slightly.

      Staves are great because you can parry or knock away your opponent's weapon with one end and hit them with the other end as part of the same motion. You can certainly block a thrusting weapon if you know how to use a staff.

      I do not have much experience with chain-based weapons, so I concede that you may have a point with that one. What would you suggest for defense? I don't see how a sword would do any better, for example.

      One way that games could enforce weapon usefulness is by character effectiveness. A certain type of fighter is going to be better at using a certain type of weapon because of their build, fighting style, etc. As you pointed out, a halberd would not be a good choice for a Renaissance-ish warrior. IIRC, FF XI does this to some degree.

      --
      WMBC freeform/independent online radio.
    44. Re:The problem is by ave19 · · Score: 1

      I wish I had a mod point for you bud, that was hilarious!

      --
      ...or maybe not.
    45. Re:The problem is by WinterSolstice · · Score: 1

      I couldn't agree more.

      I only cry "munchkin" when somebody creates a character that is entirely unreasonable. So far, I have only done this *once*. (an NPC that was simply unreasonable for a super low-level party) I have been playing for about 15 years, with dozens of different people.

      More common problems arise, I find, from "rules lawyers" who exist only to make a game take too long because of some trivial little thing. If I am running a game, and you argue that you can do damage with either end of a halberd, I will listen. If I agree, it's all good. You might even argue that you can do subdual damage with a lute. Just because it has no specific rule, (or has) does not mean it has to be that way.

      The *only* reason to play a game is to have fun. There are no other reasons. I don't mind "power gamers". As for all using the same weapon, I sure do see a lot of people these days using guns. Funny that. They gave up those swords and shields pretty quickly when somebody came along with a weapon that did a few more points of damage. Even if you can't block with it :)

      -WS

      --
      An operating system should be like a light switch... simple, effective, easy to use, and designed for everyone.
    46. Re:The problem is by Minna+Kirai · · Score: 1

      Perhaps a halberd is not such a great weapon if used in the style of an English knight or whatever.

      No, English knights weren't stupid. They wouldn't have intentionally used a weapon wrong.

      But for an experienced staff fighter who treats a halberd as a staff that happens to have a blade on one end

      The techniques of staff-fighting were known in medieval England. The man-at-arms/scholar George Silver wrote in 1599 that the very best weapon for a strong, skilled fighter to carry was the quarterstaff. (Turn to section 21: "The long staff, morris pike, or javelin, or such like weapons above the perfect length, have advantage against all manner of weapons")

      There are 2 basic types of ways to stop something from splitting your head open: meet and follow.

      The 3rd way is actually more important than those: kill the other guy first.

      And that's where the halberd really outshines any other portable melee weapon (swords, rapiers, maces, etc). With the length, you can strike the opponent before he can even reach you. With it's weight, he's unlikely to block effectively.

      The only thing you'd want to "parry" with a halberd would be an even longer weapon, like a pike. (And in that situation it'd work fine too, because pikemen always lose in 1 on 1 combat)

      The only disadvantages of the halberd are size and visibility. A staff is nearly as large, but doesn't look as agressive, so everyone won't interpret you as a threat (it's also less expensive). A sword is much smaller, and can be carried with you everyplace, ready for emergencies (like drunken outbursts against other men-at-arms).

    47. Re:The problem is by Minna+Kirai · · Score: 1

      (also, they aren't mercenaries. they are a standing army)

      There's no reason someone can't be both. They're called mercenaries because they're not citizens of the country (Vatican City) they serve, but are paid foreigners.

      There's a reason renaissance nobles learned to fight with rapiers and not halberds for their personal self defense.

      Yes, the reason is that a rapier weighs less than 2 pounds and makes a glamorous evening-wear accessory. And also that it's awkward to carry a halberd through a narrow Venice alleyway and into a rear table at a cafe.

      Rapier : Halberd :: Colt 45 : M-16

    48. Re:The problem is by Azghoul · · Score: 1

      Ohhhh baby, Star Fleet Battles, NOW you're talkin... :) That game gives me wood every time I think about it.

    49. Re:The problem is by Anonymous Coward · · Score: 0

      http://www.hut.fi/~vesanto/link.fun/players.txt

      Oh, so you're a *Real Man*

    50. Re:The problem is by billtom · · Score: 1

      Off topic, but I read somewhere that the Swiss Guards to actually train quite a bit with their halberds (in addition to training with modern weapons). The idea being that they might at some point have to engage in combat while wearing their ceremonial outfit so they'd better damn well know how to use it.

    51. Re:The problem is by Feanturi · · Score: 1

      Huh? I didn't say I supported any sort of cheating or using impossible knowledge. Powergaming!=cheating, where did you get that from my post?

    52. Re:The problem is by Adocso · · Score: 1

      That's why I walked away from D&D with 3E. I play HackMaster, which while you can powergame the bejeezus out of, you can also RolePlay in without Timmy the Power Gamer showing up with the "official OGC book" he published in PDF and demanding to play the uber-powered class he put into it. Besides, K&C (makers of HackMaster) are still a small company, so you can be heard if you would like something changed. I miss that about TSR/Wizards/Hasbro. They are the Microsoft of RPGs.

    53. Re:The problem is by bughunter · · Score: 1
      Actually, the Rolemaster combat and skill/maneuver systems were ported to MMORPG long ago.

      The game was called Gemstone III. You wouldn't know it from their blubs, though, because they sort of didn't ask permission or give credit... they just used the Rolemaster rules and milieu (Shadow World). When the game started getting attention and players on CIS, ICE came down on them for copyright infringement.

      I don't know the details of the settlement, since it happened before the AOL gateway opened, but they changed the names of everything in the milieu, keeping the underlying mechanics... there was just no way to reprogram the entire game. (Technically, Dragonrealms, or GSIV is the result of that effort.) But GSIII was already making money and had hordes of devotees, so it only recently was updated to GSIV.

      The timeline of the parent company, Simutronics, is here.

      Gemstone III was a Rolemaster player's wet dream. Rolemaster was ideal for porting to a game system, since the biggest complaint was the number of tables that needed referencing, and the tracking of all the bonuses and penalties. Automate that, and the freedom that the system allows really shines through. Of course, the automation processes adds additional limitations, but none that aren't there regardless of what system you use.

      --
      I can see the fnords!
    54. Re:The problem is by dolo666 · · Score: 1

      > If you would put yourself into that role I think you would understand that in general field usage you would get killed very quickly.

      Yes, I can imagine how many other weapons that it would get caught up on while being brought down on someone. You can't whip around a huge halbred with any kind of accuracy, really. It's really a weapon of intimidation rather than one of skill or practical application. In days of yore, warriors used intimidation to trigger low morale in the enemy, and very large halbreds would succeed in most. They are used by city law enforcement because of their appearance more than their effectiveness. Would you steal anything if you knew that blade was coming down on your arm? Likely not!

      But in shoulder to shoulder combat, the halbred is about as useful as a loaf of bread.

      If you're going up against heavy armor, the halbred would likely only be useful during the first charge and then you would have to switch to your swords for close combat. A row of halbreds would indeed give the enemy something to taste!!

      The thought of it, really gives me shivers and I think I'll be using it in my next PnP session. :-)

    55. Re:The problem is by Darth · · Score: 1

      Perhaps a halberd is not such a great weapon if used in the style of an English knight or whatever.

      the halberd was a fine weapon in the hands of an english knight. It is just not always the best weapon to use. I never intended to imply that a halberd wasnt useful, just that there is a reason other weapons existed and a reason halberds were not the weapon of choice in people's daily lives.

      There are 2 basic types of ways to stop something from splitting your head open: meet and follow.
      well, 4 really. meet, follow, kill your opponent (as someone else noted), and dont be where his weapon is going.

      My comments about it's defensive capabilities were less about the defensive capability of it as a staff weapon, and more about what i took to be a silly defense strategy. (the "pole across your body" line.) I didnt really take it in the context that it was probably intended. i read it to be more like "if a hold the halberd against me, it'll stop the enemy's weapon".
      (i had not been to sleep yet when i was posting so i'll blame it on lack of sleep.)

      I do not have much experience with chain-based weapons, so I concede that you may have a point with that one. What would you suggest for defense? I don't see how a sword would do any better, for example.

      well, generally you would want to have a shield against ball and chain weapons. They have the same inertia problem that halberds have, though. If you swing one and miss, you can be pretty vulnerable. It's actually worse with a flail because with a halberd you can always use it's thrusting point and dont have to swing it.

      One way that games could enforce weapon usefulness is by character effectiveness. A certain type of fighter is going to be better at using a certain type of weapon because of their build, fighting style, etc. As you pointed out, a halberd would not be a good choice for a Renaissance-ish warrior. IIRC, FF XI does this to some degree.
      i agree. I would also like to see weapon effectiveness modified by locational situations.

      In a computer game, all of those considerations can be hidden away from the player and not interfere with their game. In a pen and paper role playing game, my experience is that attempts to deal with those situational modifiers are generally ignored by players because it's too complicated. (D&D's weapon speed being a good example of an often ignored attempt...even if it was a lame attempt)
      That's why, in paper rpgs, i think the warhammer approach will probably be more successful. Personally, i like role master and champions, so i'm kinda partial to complicated systems. I just dont think the majority of the gaming populace agrees with me.

      --
      Darth --
      Nil Mortifi, Sine Lucre
    56. Re:The problem is by phoenix_rizzen · · Score: 1

      That's what I never liked about D&D, AD&Dv1 and AD&Dv2 ... it was all hack & slash. Hell, you got more experience for finding treasure than you did for killing demi-gods. There was no skill involved. You just gave yourself the biggest, baddest weapons, armour, and spells, and killed anything that moved. Sure, it was an okay way to spend an evening ... but it wasn't really fun.

      I always preferred the RoleMaster systems by Iron Crown Entertainment. These were systems where you actually had skillsets, where you could develop a character you actually cared about, where you could actually go on adventures where the point was not hack & slash. There was an entire book devoted to fighting with tables of damages of almost 50 weapons against various types of armour, with extremely detailed critical hit tables (which we always embellished even more). These systems let your imagination soar such that you actually tried to keep your character alive and not kill everything just for the hell of it.

      The White Wolf and Palladium gaming systems were also like this. There was more detail involved, allowing the players to immerse themselves in the game. Yes, you could also run a pure hack & slash game with these (we had one DM who always ran the games like AD&D games), but you didn't have to. It was too much work to try and get an AD&D game to be more than just hack & slash.

      That's the main problem with video RPGs: they're just hack & slash.

    57. Re:The problem is by Hungus · · Score: 1

      Supposedly one of the groups that bought the ICE IP what 2 years ago now is planing on using PM as teh basis of a game but I will have to check Gemstone III out thanks for the heads up.

      --
      Bad Panda! No Bamboo for you! In matters of importance ACs will not be responded to. Want to say something critical,OK
    58. Re:The problem is by ildon · · Score: 1

      The point of a RPG is to role play, not to kill monsters and powergame.

      Actually, that's entirely up to the players to decide. When my friends and I play, it's all about the power gaming.

    59. Re:The problem is by Anonymous Coward · · Score: 0

      Tunnels and Trolls, by Flying Buffalo (makers of Nuclear War), did away with the complex combat and made everything simple, spellcasting, melee.... It had one rulebook, and was more about fun than mechanics.

    60. Re:The problem is by stonecypher · · Score: 1

      Powergaming is roleplaying.

      Whereas it is the case that some characters really do behave in a mindless and combative fashion, in my experience the phrase "powergaming" has meant people which make choices based purely on their statistical ramifications, as opposed to according to what their character would do. In fact, IIRC, the 1st ed 2nd rev AD&D rule book uses the word in that fashion in admonitions not to do that. White Wolf gamers on the east coast tend to use the word interchangably with "Min-maxing."

      So, no, power gaming is not roleplaying.

      --
      StoneCypher is Full of BS
    61. Re:The problem is by crashfrog · · Score: 1

      It's a terrible defense against any thrusting weapon. It's not a particularly good defense against a weapon that would snap the haft in two (like an axe, or heavy mace). It's not a good defense against a weapon with a chain, like a flail or morning star.

      Again, this is all contrary to my personal experience with fighting with them. There's a reason my fighting society only has two of them - they're too good.

      A halberd is 7 to 9 feet. if you swung it in a way that would hit someone two sword lengths away from you, you better hope you hit them.

      You don't swing it at that range, you thrust with the headspike. Or you trip with the axe head. Overhead, wild swings are the worst way to fight with a polearm.

      There's a reason renaissance nobles learned to fight with rapiers and not halberds for their personal self defense.

      Yeah. It's hard to be expected to carry a 9-foot polearm everywhere you go. That has nothing to do with it's effectiveness as a weapon. After all, it was't too long before the nobles you speak of started carrying smallswords for personal protection. If you've ever seen a smallsword you know that the design criteria was having a sword that wouldn't clash with your outfit, not combat effectiveness.

      Look, unless you were born within sword range, you're going to have to approach my from afar. You're going to be outside your range but inside mine long enough for me to get about six thrusts in, if I'm quick about it. The weapon is heavy so it has considerable inertia. That's going to be hard to try to parry with a light sword like a rapier.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    62. Re:The problem is by crashfrog · · Score: 1

      So, no, power gaming is not roleplaying.

      Unless they're playing a character whose motivation is to seek fighting mastery. At that point, min/maxing is in character, and it's role-playing.

      If you min/max a character, I mean, you should role-play it. There's gotta be an in-game reason that he pays attention to what weapons are the best for certain circumstances (or all circumstances.) But simply because a player is working to eke every advantage out of the combat system doesn't make them an automatic munchkin.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    63. Re:The problem is by obeythefist · · Score: 1

      But here's the trick, in roleplaying games, the warrior is almost always given a historical background, because we're playing a near-historical figure. So the armour is the same as might be found in the 1300's, and so are the weapons.

      Now, what the roleplaying system tries to do is create rules that emulate the weapons and armour and so on that was in use all that long ago.

      A good roleplaying system will have powergamers who play warriors who carry around weapons just like they did in the 1300's. Because the system is working. If, on the other hand, everyone is carrying around spiked chains, a weapon which is incredibly rare, just because they're the best to have, then the system has failed.

      I suppose you would call every figure in history who ever used a sword a "powergamer" just because the sword turned out to be a pretty useful all around weapon, and they chose to use a sword. All they cared about was killing! What kind of historical figure were those people??

      So, choosing the most effective weapon, according to your logic, is powergaming, not roleplaying. Therefore, choosing a clumsy or ineffective weapon is much better roleplaying. Right?

      Thanks for sharing. Please stop.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
    64. Re:The problem is by bm_luethke · · Score: 1

      "re you spending skill points on knowledge skills to reflect all this studying your character is doing?"

      If it is required to do so, then yes. But in more than several RPG's the points placed in the said skill represent "knowledge skills" (I put alot of weapon specialty feats into creating a weapons master in D&D, I would count that as a pretty good deal of study in the game world). What do I do if there are no "knowledge skills"?

      "well, that explains why there is only one kind of pistol in the world.
      in reality some people like Sigs and some people like Glocks. A lot of the reasons they feel the way they do are abstract."

      That is a stupid thing to say. Once more confusing the real world with a game world. If, as in a game word, a glock took on average two shots to kill and a sig took one (and everything else the same) you would be a moron to go into battle with the glock if you could afford the sig.

      Even then, in the real world, there is typically one weapon that best fits a given situation - it is why when you go see military men who choose thier weapons they all have almost the same thing (go check out special forces knives, I will bet you will see almost totally randalls).

      In the game world there is not the choices we have in the real, they are much more limited. As such there is typically going to be only a few (and probably one) weapon that allows each person to do thier job most effeciently. Even in a few cases the real world mirrors that.

      "It's also inherent in the process of adding a mechanic that it will be possible to statistically analyze it and find key points with which to min/max a character. life isnt really codified so conveniently."

      Many times it is. Why do you think that most militarys use something around a 30 caliber for any long range light fire? Why are 45's and 10mm so popular in a pistol? Why do most trench gun cartridges have similar dimensions/ballistics? Why do many high performance jets have *very* similar parts? Because we long ago found what the best statistically design for the job. There are minor variances but over all they are quite similar. The difference between a glock 10mm and a sig 10mm are VERY small. In fact they would be so small you probably could not model it. They would be classed as a "10mm semi-automatic". If it makes you feel better with the halberd look at some as being "Bergers", some "Donburrys", and some "Fleshmans" - then you have you variety like a glock vs a sig (and you have an added dimension of roleplaying)!

      --
      ------- Sorry about the spelling, I suffer from two problems. Dyslexia makes it difficult to spell well, lazy makes it
    65. Re:The problem is by crashfrog · · Score: 1

      well, generally you would want to have a shield against ball and chain weapons.

      That doesn't strike me as true.

      There's two ways to block with a shield; with the edge and with the face.

      Blocking with the edge is useless if the chain is long enough because the striking surface just swings around and hits you anyway.

      Blocking with the face is useless because the impact goes right through the shield and breaks your arm.

      I'd rather have a pole, I guess. Something for the chain to wrap itself around and spend it's energy. I could drop the pole and render his weapon useless, or try to pull it out of his hand.

      i read it to be more like "if a hold the halberd against me, it'll stop the enemy's weapon".

      Maybe I wasn't clear enough. I was simply referring to the fact that, wielding the halberd, a significant portion of the weapon crosses the line of your body, and is therefore in a great position to be employed defensively.

      Maybe it doesn't make sense until you try to fight with one.

      In a pen and paper role playing game, my experience is that attempts to deal with those situational modifiers are generally ignored by players because it's too complicated.

      DnD says that halberds and other polearms have "reach", so that you can attack an opponent 10' away, but not one adjacent to you. I don't know why they didn't implement that in NWN, except maybe laziness.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    66. Re:The problem is by Halfbaked+Plan · · Score: 1

      Copulation is not the overwhelming compulsion that you make it out to be. Particularly not copulation with sweaty overgrown boys playing boyhood games.

      --
      resigned
    67. Re:The problem is by tyndyll · · Score: 1
      You claim it has no defesive power, so I guess you've never fought with one - the pole across your body is a pretty powerful defensive advantage.

      ok - i cast fireball

      --
      Morale seems good, considering, although high spirits are just no substitute for eight hundred rounds a minute
    68. Re:The problem is by Darth · · Score: 1

      when i responded to you, i hadnt slept in a long time so i dont think i took your comments the way they were intended.

      i do agree that as you move into the renaissance and afterward people started sacrificing function for fashion.

      i'm not terribly partial to poleaxe type weapons so maybe i'm just not giving them enough credit.

      --
      Darth --
      Nil Mortifi, Sine Lucre
    69. Re:The problem is by Darth · · Score: 1

      Blocking with the edge is useless if the chain is long enough because the striking surface just swings around and hits you anyway.

      well, i was thinking more of non-mounted opponents. the chain shouldnt be long enough to keep you from blocking with the edge. i'd also try to catch it high on the chain with the edge of the shield. against a mounted opponent, i wouldnt try it because they have a higher position and usually have longer chains.
      (against a mounted opponent, i'd rather have a halberd or pike....or an english longbow)

      Blocking with the face can work if you can catch it at an angle and it isnt spiked, but that's harder to do than blocking with the edge.

      I'd rather have a pole, I guess. Something for the chain to wrap itself around and spend it's energy. I could drop the pole and render his weapon useless, or try to pull it out of his hand.
      if you drop the pole, you're effectively disarming yourself too, though. That's fine if you have another weapon, but the flail user can do the same thing. the pole could be used to disarm or interfere with the flail, though.

      Maybe I wasn't clear enough. I was simply referring to the fact that, wielding the halberd, a significant portion of the weapon crosses the line of your body, and is therefore in a great position to be employed defensively.
      you were clear enough, i just was half asleep. I've gone back and reread what you wrote and acknowledge that i took your comments to mean something other than what you intended.

      DnD says that halberds and other polearms have "reach", so that you can attack an opponent 10' away, but not one adjacent to you. I don't know why they didn't implement that in NWN, except maybe laziness.

      with 3rd edition, i've seen people start using reach but before that, everyone seemed to ignore it (along with weapon speed).
      In NWN they did actually implement reach allowing you to attack over other players from 10' away.

      --
      Darth --
      Nil Mortifi, Sine Lucre
    70. Re:The problem is by Darth · · Score: 1

      If it is required to do so, then yes. But in more than several RPG's the points placed in the said skill represent "knowledge skills" (I put alot of weapon specialty feats into creating a weapons master in D&D, I would count that as a pretty good deal of study in the game world). What do I do if there are no "knowledge skills"?

      that's a fair point. a lot of systems, like D&D assume the weapon proficiency would encompass the knowledge skill.

      the glock/sig thing was a poor example on my part. it completely distracted from what i was trying to say.

      basically, my point about that was that there are issues in choosing a weapon that are less tangible. Things like your build affect how effective a weapon is for you to use. Situations also affect what weapon is most appropriate.
      Adding the kind of complexity to take into account those kinds of things to a game tends to make combat slower and more complex. In a video game, that can probably be hidden, but in a pnp game it tends to frustrate players.

      going back to the firearms example, the best caliber for sniping is different from the best caliber for close range combat. The performance characteristics are different.

      I dont mind people using halberds. I dont mind halberds being the best weapon for certain situations. i just dont think they should be the best weapon in every situation. When i see every player using the same weapon all the time, i see a problem in the game mechanics.
      when i see every player using the same weapon because the game mechanics are broken, i dont think of it as role playing. (though i do see your point that in the context of a world with a broken game mechanic, their character would see that weapon is clearly superior and would probably use it. though in human nature we have great examples of how people use inferior tools for emotional reasons, people dont generally have the same emotional investment in the equipment a character uses, and not everyone make those kind of decisions anyway.)

      i was alot more annoyed about it before i went to bed. :)

      --
      Darth --
      Nil Mortifi, Sine Lucre
    71. Re:The problem is by ACPosterChild · · Score: 1

      I think you missed my point on the halberd. Its not a general purpose fighting weapon. Its meant to be a can opener for heavy armor. How exactly is using it on the field a good idea? If you would put yourself into that role I think you would understand that in general field usage you would get killed very quickly.

      Sure, here on Earth in our dimension. But, he's talking about the universe of Ultima Online where, in fact, the halberd was the best weapon in all circumstances. You can complain that Ultima Online didn't get the "best weapon" thing right (or that they didn't get the fact that there is not a "best overall weapon"), but you can't blame the person who enjoys kicking ass for picking the best asskicking weapon.

  7. Gygax? by DreadSpoon · · Score: 1, Informative

    Since when was he the one that "invented" RPGs? Maybe the same way Al Gore "invented" the Internet... RPGs existed in several forms long before Gygax. Gygax just made one of the more popular such systems that took off. It is true that a number of videa games took ideas from D you see THAC0 and such a lot in older CRPGs.

    (The Al Gore "quote" was from one of the actual ARPAnet implementers; rather sad he got so heavily critized for that given he didn't invent the quote and the person who did had a valid reason for saying it.)

    1. Re:Gygax? by PoesRaven · · Score: 3, Informative

      Actually, he basically invented the modern RPG. Unless your complaining because everybody played makebelieve, D and Ds only real predecessors are wargames -- a completely different genre.

      Found this history in two seconds googling:
      http://ptgptb.org/0001/history1.html

    2. Re:Gygax? by paganizer · · Score: 2, Interesting

      Really? which sytems, exactly, are you talking about?
      When Gygax & Arneson published D&D in 1974, it was pretty much the first RPG.
      I have HEARD of something called "Aerosmyth" from the 1940's, but never found any details.

      --
      Why, yes, I AM a Pagan Libertarian.
    3. Re:Gygax? by Anonymous Coward · · Score: 1, Insightful

      Which roleplaying games existed before 1974? AFAIK, the only rules you could find before that were for miniature wargamming, which is what D&D evolved out of. In fact, the very first edition (not AD&D, but rather the old 1974 booklets) had two distinct combat rules. You could use the old Chainmail rules, or the new D&D rules to run combats.

      BTW, Dave Arneson is presumably responsible for the whole hit tables and negative armor class thing. He supposedly got that from an old naval wargame. He and Gary Gygax were buddies back then.

      If you're genuinely curious about the whole story behind D&D (including the ugly, dirty side dealing with money and publishers), check out the Gary Gygax interview in the last couple issues of the OD&DITIES fanzine

    4. Re:Gygax? by wmacgyver · · Score: 3, Interesting
      Basic D&D was published in 1977. If you accept that Chainmail is close enough to be an RPG, then Gygax wrote his first RPG in 1969.

      Which RPG system do you have in mind that predate this?

    5. Re:Gygax? by xeer0 · · Score: 1

      Could you please site some of these pre-Gygax RPG systems? Chainmail doesn't count he did that too. He also had a collaborator Dave Arneson, but he can't be what you're referring to, so please elaborate.

      --
      "Hey... don't be mean." --Buckaroo Banzai
    6. Re:Gygax? by Brandybuck · · Score: 1

      The Al Gore "quote" was from one of the actual ARPAnet implementers

      The actual truth isn't demeaning to Gore. He was misquoted out of context. So I can't understand why some people keep insisting on creating excuses for him. This is the third fabricated story I've heard on the subject, which makes me wish all you Gore apologists would hold a convention so you could get your stories straight.

      --
      Don't blame me, I didn't vote for either of them!
    7. Re:Gygax? by Godeke · · Score: 1

      Rarely do I wish I had mod points... but this statement is an outright lie. Prior to the Chainmail -> D&D evolution (both of which you can attribute to Gygax) there were only wargames. Unless Magic the Gathering and Mageknight have so warped peoples idea of roleplay that they think wargames are RPGs...

      *sigh*

      --
      Sig under construction since 1998.
    8. Re:Gygax? by Thanatopsis · · Score: 3, Interesting

      The Bronte Sisters (Charlotte & Emily & Anne) - They developed an active role playing system with character generation, a rudimentary success/failure system with dice and a story master. Of course no one else on the planet played their game so they didn't invent it in the way Gary did.

    9. Re:Gygax? by limpdawg · · Score: 1

      Do you have any links to this? I was curious about it and tried googling for information but found none.

      --

      Nascantur in Admiratione. (Let them be born in Wonder)

    10. Re:Gygax? by Anonymous Coward · · Score: 0

      Methinks this one deserves a -1 bullshit moderaton. Although it is very nicely executed.

    11. Re:Gygax? by Anonymous Coward · · Score: 1, Insightful

      An RPG in which the heroes are people like Jane Eyre?

      Naw, that's just way too freaky...

      But I have indeed read that the Brontes would sit or stand at a table and sort of talk out various stories and scenarios. This was from an introductory essay in a copy of Jane Eyre that I was borrowing from a friend. I'm skeptical about the claim of their use of dice. It sounds like one of those things that would be neat if it were true, but isn't.

    12. Re:Gygax? by general_re · · Score: 1
      An RPG in which the heroes are people like Jane Eyre?

      GM: Okay, Rochester - the house is really burning now. What's your plan?
      PLAYER: Well, I guess I better get in there and save Bertha...
      GM: Sounds dangerous. Better make throws against strength and dexterity for that.
      PLAYER: (rolls) Shit! Dammit!
      GM: Ohhh, too bad. (rolls dice behind screen). Looks like Rochester is temporarily blind, and he lost a hand, and...he's permanently lost an eye. Bad luck, eh?

      --
      ABSURDITY, n.: A statement or belief manifestly inconsistent with one's own opinion.
    13. Re:Gygax? by ticklemeozmo · · Score: 1

      Citizen,

      Rumors are Treason. Please report to the nearest Confession Booth to confess your crimes.

      The computer is your friend.

      --
      When modding "Informative", please make sure it both has a source and IS actually informative.
  8. A Friend of Mine... by ErichTheWebGuy · · Score: 2, Interesting

    ... wrote a complete character sheet in VB6 (ick, I know) that was fully v3.5 compliant... All I heard about once he was knee-deep into it was how bad it sucked and how complicated it was... But it turned out pretty cool. Dice rollers and everything. Now to get him to port it to gtk or qt...

    --
    bash: rtfm: command not found
    1. Re:A Friend of Mine... by Anonymous Coward · · Score: 3, Funny

      Now to get him to port it to gtk or qt...

      That'll work, if by "port" you mean "completely rewrite in another programming language".

    2. Re:A Friend of Mine... by Ubitsa · · Score: 1

      I'd like to see this VB app, I once almost did the same thing for a CS project in high school. Send me an e-mail at "ubitze@earthlink.net".

    3. Re:A Friend of Mine... by psoriac · · Score: 1

      That seems to be my manager's definition of "port".

      --
      I browse Slashdot at +3, Funny
    4. Re:A Friend of Mine... by Clover_Kicker · · Score: 1

      You need PCGen - java based, no porting req'd

  9. I have an Informative +9, Troll Slayer! by PakProtector · · Score: 3, Interesting

    I've been playing P&P RPGs for a long time. I started in 1992, with my dad, when I was 7, playing AD&D Second Edition. Played that till Third Edition came out. I've been playing Shadowrun on and off for about 4 years. I've also played lots of CRPGs that used D&D Rules. NWN (The Version that used to be on AOL), NWN (by Bioware), Unlimited Adventures, All the Eyes of the Beholders and their many Kin (27 Beholder-Kin, if I remember) and what not. I've not played Temple of Elemental Evil, though I did see the Beta at GenCon. It seemed buggy then, too. But NWN has hit it dead on. It's an excellent game based off the rules (Based. Not entirely kosher. Think about some of the feats) and I like it alot. It's better than Unlimited Adventures. We've never had it so good.

    --

    Edward@Tomato - /home/Edward/ man woman
    man: no entry for woman in the manual.
    "Qua!?"

    1. Re:I have an Informative +9, Troll Slayer! by corbettw · · Score: 2, Funny

      I started in 1992, with my dad, when I was 7

      Hmm, 1992-7=1985. Holy shit, kid, I've been playing RPGs since before you were born!

      --
      God invented whiskey so the Irish would not rule the world.
    2. Re:I have an Informative +9, Troll Slayer! by Mycroft_VIII · · Score: 2, Funny

      You know I was thinking the same thing, started in 1981. Where do these kids get the idea that playing for a mere 12 years counts as a long time :) (and I had roll my dice in the snow, uphill, both ways..er somthing like that)

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    3. Re:I have an Informative +9, Troll Slayer! by Anonymous Coward · · Score: 1, Informative

      dude if you like NWN, you should also check out morrowind. That game gave me such a feeling of D&D, quests available for the taking, but still in an open world. Its a beatiful game as well. Rich with items, quests, monsters, etc. Also has a nice mod scene which allows DMs to program thier own quests.

    4. Re:I have an Informative +9, Troll Slayer! by Jaysyn · · Score: 1

      I just bought ToEE at GoGamer.com yesterday off of the prase it received from a friend of mine. I also really enjoyed Arcanum which was made by the same company. I didn't care for NWN but I loved Baldur's Gate I & II, Planescape Torment, & Both of the Icewind Dale games. I'm hoping this game is more of the same. One of the reasons I decided to get it was that I heard it was about as close to the original PnP module as you could get in a PC game. The Mods for NWN aren't even close.

      Jaysyn

      --
      There is a war going on for your mind.
    5. Re:I have an Informative +9, Troll Slayer! by Anonymous Coward · · Score: 0

      How the fuck is this moderated interesting... it's nothing more then a list of what the PP has played!

      Oh wait! Here's an actual point! They think NWN is excellent!

  10. depends on your playing style by Anonymous Coward · · Score: 5, Insightful

    If you're mostly into Hack & Slash, then video game D&D is workable. In fact, it's been around a long time: Rogue was released in the mid-80's wasn't it? Man, I still love that game.
    But if you're mostly into grand sweeping epic storylines, or intricate political manipulative shenannigans, or just the camaraderies of hanging out at the gaming table, eating pizza & diet coke (or cheetos & Mt. Dew) and rolling dice and making bad puns or acting out like your character, then the computer version is very, very tame.
    I can handle both styles fine though. THey both have merits.
    BTW (off-topic) how many people still play older editions? I'm very much into old-school Basic/Expert D&D (those old boxed sets from 1981). That's what I started out with back in the day, and it's what I keep going back to for some reason. I know the new editions are technically better, but I just don't like 'em that much. *shrug*

    1. Re:depends on your playing style by cbreaker · · Score: 1

      There was an "RPG" for an Amiga BBS software called Hack and Slash. Have you ever seen it?

      --
      - It's not the Macs I hate. It's Digg users. -
    2. Re:depends on your playing style by el-spectre · · Score: 1

      Exactly... while the games themselves are fun, most of the enjoyment I got was from sitting around, talking smack and laughing when the drunk DM conjured a dragon...

      --
      "Faith: Belief without evidence in what is told by one who speaks without knowledge, of things without parallel." - A.B.
    3. Re:depends on your playing style by PsiPsiStar · · Score: 1

      I like GURPS. Much more flexible than D&D, though a bit more complex.

      --

      ___
      It's the end of my comment as I know it and I feel fine.
    4. Re:depends on your playing style by WiPEOUT · · Score: 2, Interesting

      if you're mostly into grand sweeping epic storylines, or intricate political manipulative shenannigans ... then the computer version is very, very tame

      I've been a PnP DM and player for well over a decade, and have to say that while the above is generally correct, there are exemplary exceptions. Take PlaneScape: Torment, for example. This is easily the best CRPG made in the last 15 years of computer gaming, and has a plotline so deep it's humbling.

      There are also many action games masquerading as RPGs, and these cast a dark shadow on the rest of the market (Diablo springs to mind here).

      Finally, there is NWN. In and of itself, it's rather lame. However, the cream of the user-made content freely available is amazing.

      Don't write CPRGs off entirely.

    5. Re:depends on your playing style by spare.dave · · Score: 1

      Agreed The best fun I had playing D&D was with the old box sets from the 80's (and later when they all got stuck together into the rules cyclopedia).

      We never had huge grand multiyear adventures. Most of our gaming sessions were just like you mentioned. We sat around the table with pizza and coke, telling really stupid jokes, and killing monsters.

      I did try and get into second edition, with long complicated grand adventures once. My players must have disagreed; The dwarf got drunk and fell out the window, the power-gamer fighter threw a tantrum and went off to kill kobolds, and the brilliant charismatic wizard with a novel length back-story got himself stabbed by a goblin. By that time the pizza had arrived...

    6. Re:depends on your playing style by fucksl4shd0t · · Score: 1

      I did try and get into second edition, with long complicated grand adventures once. My players must have disagreed; The dwarf got drunk and fell out the window, the power-gamer fighter threw a tantrum and went off to kill kobolds, and the brilliant charismatic wizard with a novel length back-story got himself stabbed by a goblin. By that time the pizza had arrived...

      Man, I could've written this post. Your powergamer fighter didn't happened to be named Earl, by any chance? I actually found 2nd edition to be a huge improvement. I didn't like 1st edition and kept going back to basic, but 2nd edition ruled. It was simple, but it wasn't. It was so easy to just drop rules here and there that made the game more complex than it needed to be.

      --
      Like what I said? You might like my music
    7. Re:depends on your playing style by Minna+Kirai · · Score: 3, Interesting

      This is easily the best CRPG made in the last 15 years of computer gaming, and has a plotline so deep it's humbling.

      Not exactly. There is a difference between "plotline" and "backstory". PS:Torrent has much backstory, but little in the way of actual plot that occurs while you are playing.

      The storyline is revealed as you play, but is out of your control (since it already happened, and the protagonist is just recovering from his amnesia). Not much different from how most computer games present their story.

    8. Re:depends on your playing style by centauri · · Score: 1

      Right now I'm playing a fighter in a play-by-email game my friend is DMing. He picked up the old 1986 rules and a couple of modules online and we've been using those. The players are letting the DM handle all the information like combat rolls, HP and experience. We just know our own stats so we can role-play, which we work hard at. We don't even need our own copies of the rules.

      Anyway, it's a heck of a lot of fun just role-playing and not concerning ourselves much with the actual rules. The DM is trying to follow the rules to the letter (he even rolled our stats on a straight 3d6, no mulligans or rearrangement), but the players just do what makes sense for the characters.

      --
      Don't blame me, I voted for Durga.
    9. Re:depends on your playing style by Anonymous Coward · · Score: 1, Interesting

      Thank you! I just played through a little bit of XIII, and it is EXACTLY like that, and it kinda sucks really bad. As in, no REAL plot, and the gameplay sucks. At least the graphics are good...wait...

      I think I'll stick to Comix Zone.

  11. What a crappy article. by Scott+Lockwood · · Score: 3, Insightful
    The guy has no clue about D20 on PC, as exemplified by the comments he responded to in the article. That, and he has an affinity for twenty-five cent words, when a nickle word will do.

    The most amazing thing to me is, the fact that this article posted at all over on K5. I can't believe it did, since it was on it's way down last I looked at it. Looks like K5 really has gone to pot. :-(

    --
    But this is slashdot. A slashdoter who didn't build his own computer is like a Jedi who didn't build his own lightsaber!
    1. Re:What a crappy article. by drinkypoo · · Score: 1

      Looks like your nickle (sic) word's worth about two cents.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:What a crappy article. by handslikesnakes · · Score: 1

      I didn't much like the article either, but I voted +1 FP because I expected the discussion to be interesting.

    3. Re:What a crappy article. by Gannoc · · Score: 1

      The guy has no clue about D20 on PC, as exemplified by the comments he responded to in the article. That, and he has an affinity for twenty-five cent words, when a nickle word will do.

      Agreed wholeheartedly. I started to write something similar, then saw your comment.

    4. Re:What a crappy article. by devnull17 · · Score: 2, Funny

      My favorite part is his use of the term "distributed database." I'd comment further, but I have to go finish building my 4-CPU cluster of SQL Server boxen so I can play Final Fantasy.

  12. Temple of Elemental Evil is SO BAD by myowntrueself · · Score: 5, Interesting

    not because of the AD&D rules being ported to a CRPG, but because;

    1. It is extremely bug-ridden. Really *really* badly bug ridden. And abandoned too. No more patches. The publishers just don't care; they have made their money back already. Atari *suck*.

    2. The designers appeared to have taken the original p&p module and turned it into a game with very little 'fleshing out'. Normally, when a DM buys a module and runs it as a game, they treat it as a framework. In TOEE all we get is the framework.

    As an example of just how bad it is, a single rogue character can finish the game in about 30 mins with very little levelling up; all sneaking outside of combat is 'take 20'.

    Every action you need to perform, every item you need to find to complete the game can be done from stealth (except one and that only leads to a non-combat dialog). If you know where to go and what to pick up the entire game can be completed with no combat. Period. Normally that'd be a good thing (eg the original Fallout, which can be completed *almost* without combat, by a 'talker'). But here, in ToEE, its only because theres no real storyline.

    However, the ToEE game engine is potentially *awesome*; it faithfuly implements the AD&D rules. There is very little problem in this regard.

    --
    In the free world the media isn't government run; the government is media run.
    1. Re:Temple of Elemental Evil is SO BAD by Babbster · · Score: 4, Insightful
      I haven't played the game, but the bug point seems to be key to the "op-ed" piece linked to in this story, and it has nothing whatsoever to do with the D&D system and it somehow "failing" computer RPGs.

      Just because someone does a shitty game based on D&D doesn't make it a failure of D&D. It's a failure of the developer. D&D rules have served quite well in many computer RPGs over the years (my first true D&D CRPG was "Eye of the Beholder," which was a blast).

      Of course, this is a failure of videogame reviews in general. If a game element is poorly implemented, that means to some reviewers that the game element itself is flawed as opposed to the way it was integrated into the game.

    2. Re:Temple of Elemental Evil is SO BAD by Reorax · · Score: 1

      Planescape: Torment, which I've decided is tied for best RPG ever, is much like this. It has two required fights. Pump all your stats into Wisdom and Intelligence, and you can get through all the dialog quite easily. Become a mage, and your stats are put to good use for when you do fight. However, it works in this game because of the storyline, which is apparently nonexistant in ToEE.

      --
      This sig is only here so people stop skipping the last lines of my posts.
    3. Re:Temple of Elemental Evil is SO BAD by limpdawg · · Score: 4, Interesting
      That is entirely incorrect. At this time the second patch is being prepared to be released and the publisher still supports the game. Secondly it is not as badly bugged as you think. The game does have issues with some computers but on mine I didn't experience a lot of the problems people have complained about.


      The game is intended to be played with a party not a single character. If you know what you are doing, sure you can avoid combat and not have any fun, but if you're playing the game to have fun then don't do the things that cause you not to have fun. If you make a full party that's good at combat then you can complete the end by going through the elemental nodes. If you bypass them then you bypass a good bit of story in the game. Just because beating them isn't necessary to beat the game doesn't make them superfluous.

      --

      Nascantur in Admiratione. (Let them be born in Wonder)

    4. Re:Temple of Elemental Evil is SO BAD by void* · · Score: 2, Interesting

      You're pretty much right on. A good example of this is his complaining about 'Melding to Stone' ... that's a game AI issue, not a rules issue.

      Of course a human DM is not going to allow that to happen, and the AI developers shouldn't have allowed that to happen. But this bit belongs not in a 'PNPRPG vs. CRPG' discussion. A problem like this can affect any game.

      Wolfenstein 3D, for example. On the last level, if you ran into the side room just right, the guy you were fighting would chase you in ... and get stuck, even though graphically there was plenty of room for him to move. This allowed you to whale on him from behind without any danger of being damaged. The first time I beat that game, I accidentally caused this to happen. More playtesting helps, but you can't expect an AI to be equivalent to a real intelligence.

      --


      Code or be coded.
    5. Re:Temple of Elemental Evil is SO BAD by maxpublic · · Score: 1, Interesting

      Just because someone does a shitty game based on D&D doesn't make it a failure of D&D.

      No, D&D fails all on its own. It always has. The game system absolutely blows; 90% of the rules are there simply to make up for the fuckups in the other 10% of the rules. It's the 'Starfleet Battles' of role-playing and, like 'Starfleet Battles', quickly loses its appeal once one gets beyond puberty (assuming you don't arrest there altogether).

      Come on; hit points? Levels? Experience gained through psychotic, unprecedented levels of slaughter that only the likes of Hitler and Stalin could ever hope to match? Inane restrictions that make absolutely no sense (e.g., mages can't wear armor, priests can't use swords)? Skills which advance because you happened to decapitate 800 orcs...but don't improve when you actually use them, and can never be practiced or trained?

      The list goes on...and on..and on. What's curious is that companies keep porting such a shitty game to the PC, when Betrayal at Krondor did the character and game system so much better than any D&D-based game that you can't even compare the two. And BAK game out 15 years ago.

      Of course, the moronic rules of D&D could very well be part of the basis for the wild popularity of non-D&D-based games like Morrowind. Lo! And there came a game where one improved skills...by actually using them! And mages could wear armor! And priests could use whatever weapon was handy to stave in thy head!

      How revolutionary! A CRPG rules sytem that actually makes sense! Might explain why NWN was a financial loser, while Morrowind made more money than anyone at Bethsoft ever dreamed it could.

      Perhaps this signals the end of D&D-based computer games. God knows, we can only hope. The genre could only be improved by tossing shit like D&D onto the trash heap.

      Max

      --
      My god carries a hammer. Your god died nailed to a tree. Any questions?
    6. Re:Temple of Elemental Evil is SO BAD by EyeSavant · · Score: 1

      The second patch was "released to secureROM" ages ago. The list of things fixed by that patch was virtually none anyway. Maybe 5% of the fairly long buglist was fixed. I spent some time playing with the bugs when the call went out for a list when the second patch was on the srawing board. The number I found in a few hours of playing around with it was staggering. There is a chance that the patch is delayed because they are fixing more of the mountain of bugs before releasing what is probably the final patch. But considering Atari refused to pay for the work on the second patch (the lead developer started doing it in his spare time). IF there is a second patch I doubt it will be soon. But to go back to the eariler point the reason the TOEE is so bad is absolutely NOTHING to do with the D&D engine (which is by far the best bit). And all to do with the complete lack of story. On my first game I got to the second dungeon level, and I really had no idea of why I was there, or what I should do next apart from clear the monsters out from the next room. Even now I would like to see a new game using this engine (without the bugs of course).Something with the story of Fallout/PS:Torment and so on with this engine would be a VERY good game. Assuming they fixed all the bugs of course. Yes ToEE has problems, but most of the problems are due to the fact that the game was never finished and was rushed out of the door. Nothing to do with the fact that they use D&D rules.

    7. Re:Temple of Elemental Evil is SO BAD by 0123456 · · Score: 2, Insightful

      "Levels? Experience gained through psychotic, unprecedented levels of slaughter that only the likes of Hitler and Stalin could ever hope to match?"

      I never played D&D for XP or levels: we had a good GM and the game was just as much fun at level 1 as at level fifteen bazillion: often more so, since the risks were more real (fighting ordinary creatures, not dragons and gods).

      One problem with many PC games is that levelling through XP grinding has taken precedence over story, because you need the levels in order to finish the game: it would be better if the game adapted to character levels, like a pencil and paper GM.

      "Inane restrictions that make absolutely no sense (e.g., mages can't wear armor, priests can't use swords)?"

      Dunno about the former (other than that a mage in plate mail is hugely overpowered without some serious disadvantages, and would rapidly become the class of choice for powergamers), but the latter at least has a basis in historical reality: at various times in the past, priests were not allowed to spill blood with a sword, but beating the heck out of people with a big club was perfectly acceptable behaviour.

    8. Re:Temple of Elemental Evil is SO BAD by Minna+Kirai · · Score: 1

      The designers appeared to have taken the original p&p module and turned it into a game with very little 'fleshing out'.

      No fleshing you say? The developers added gay sex to the original module! How is that not fleshy?

    9. Re:Temple of Elemental Evil is SO BAD by Minna+Kirai · · Score: 2, Interesting

      priests can't use swords

      So 500 years ago, when English Bishops and Buddhist Monks were scripturally/socially forbidden from using swords (turning to maces or staves), you think that was senseless?

      (Many bishops/monks had been trained knights/bushi who turned to religion for money or safety)

    10. Re:Temple of Elemental Evil is SO BAD by adaran · · Score: 1

      Temple Of Elemental Evil is, aside from bugs and bad overall flow of the game, a complete failure because of a.) random encounters and b.) user interface.

      The UI's basic idea is decent, radial Menu, select either combat, spells, etc. But even if I have only one lousy level 1 spell, I need to select: Rightclick, Spells, Wizard, Level 1, Magic Missile. The curser doesn't change to give me any indication a change happened.

      It's even worse, for example, when your characters are entangled. Rightclick, Movement, Break Free. Do that for every character for three rounds, which is common when you encounter your first spider, and you'll go nuts over 54 useless clicks.

      There is no way to define shortcuts. All of the above problems could have easily been fixed if I could map 8 keys or so per character to the most common actions. And when resting, there's no "until healed, with spells" button like in Baldur's Gate 2. I have to manually use the horrible spell menu 4 times until I cast all my healing spells, rest, rinse, repeat (In 3 out of 4 rests you will be treated with a random encounter, unless you beat it without any loss of HP, you will have to start your healing routine over!).

      There are other things. Corpses not decaying and no visual distinction to living enemies, nor a highlight around them, make it very hard to not fire at your own or the dead corpses. Ultimately I can say I have been looking forward to a game that uses the full DnD 3.5 rules as on paper, and while this idea showed promise, TOEE is just a horrible implementation of that idea.

    11. Re:Temple of Elemental Evil is SO BAD by swv3752 · · Score: 1

      In the whole of Fantasy fiction, Mages do not wear armour. Merlin and Gandalf are the basis for wizards and neither wore armour. If you search hard enough, you might find a mage in armour, but they are the exception.

      In between adventures, presumably one spends time training. In PNP, this is how it is suppose to be between levels. With a DM, he can spend five minutes stating how the character spends a month with his guild (or temple or contemplates his navel) training. Implement this in a CRPG and bore everyone with the tedium.

      --
      Just a Tuna in the Sea of Life
    12. Re:Temple of Elemental Evil is SO BAD by shadewind · · Score: 1

      As an example of just how bad it is, a single rogue character can finish the game in about 30 mins with very little levelling up; all sneaking outside of combat is 'take 20'. I must agree that sucks. Take 20 on sneaking should _not_ be allowed....

      --
      I couldn't come up with any better sign....
    13. Re:Temple of Elemental Evil is SO BAD by maxpublic · · Score: 1

      If we go by history, there ARE NO mages or priests, D&D-style. Never have been and never will be. By your argument we should remove them from gaming altogether. As well as the abilities to raise the dead, cast a fireball, or call an insect plague, since no human being has ever been able to do any of these things.

      D&D is about trying to fix the fuckups with assinine rule restrictions, all for the sake of 'game balance'. If the game were fucking balanced from the get-go then these restrictions wouldn't be at all necessary.

      Like I said, the 'Starfleet Battles' of RPG. If you want a pen-and-paper game which actually did the genre and did it well without all the bullshit of D&D, you need look no further than the original RuneQuest.

      Max

      --
      My god carries a hammer. Your god died nailed to a tree. Any questions?
    14. Re:Temple of Elemental Evil is SO BAD by Drakin · · Score: 2, Informative

      Actually, you've got a few problems here.

      1) Experiance need not be gained through slaughter. There's a lot of other ways to get experiance. Any problems with this land squarely upon the DM's.

      2) Now the restictions arn't absolute. Nore are the inane. You can wear armour. However, due to arcane casters need to gesture when casting some spells, they occasionally fail. And due to being utterly inept with armor (you have not trained with it, eka taking a feat for it) you're not as effective attacking with it on. Same goes for the weapons. You've not taken the feat, you're not that great with it... you'll miss a bit more often .

      While NWN doesn't do these things, they do exist within the D&D game.

    15. Re:Temple of Elemental Evil is SO BAD by maxpublic · · Score: 1

      And let's not forget that D&D breeds it's own version of the apologist, the 'why things work the way they do no matter how fucking stupid the rules look on their face' guy.

      Yada yada. BAK had a better game system than D&D ever did. So does Morrowind. So, for that matter, did the pen-and-paper original RuneQuest. No classes, no levels, no experience points necessary.

      Max

      --
      My god carries a hammer. Your god died nailed to a tree. Any questions?
    16. Re:Temple of Elemental Evil is SO BAD by Anonymous Coward · · Score: 0

      We passed your post around the office and took a vote.

      5 votes to 2 says you need to get laid *very* badly

      Good luck with that.

    17. Re:Temple of Elemental Evil is SO BAD by Anonymous Coward · · Score: 0

      Corpses decay (though items don't).

      The cursor always changes when you cast a spell.

      Defining shortcuts (hotkeys) is trivially easy and highly useful. Try reading the manual.

    18. Re:Temple of Elemental Evil is SO BAD by Telastyn · · Score: 1

      Oddly enough the 3rd edition rules were made to be much easier to impliment than 2nd edition for computer games. Realistically, that's the entire reason there *is* a 3rd edition [and to sell more books]. And for the most part it is. Except for spells. Which of course is... 70%? of coding time for a D&D rpg? Just implimenting all the damned spells.

      Anyways. ToEE is exceptionally faithful to the rules. And that part of the game is exceptional. The non-existant story, the repetative and short gameplay were its problems.

    19. Re:Temple of Elemental Evil is SO BAD by Destoo · · Score: 1

      And let's not forget that D&D breeds it's own version of the apologist, the 'why things work the way they do no matter how fucking stupid the rules look on their face' guy.

      Wrong.
      The first rule in D&D is to have fun.
      The second rule in D&D is that the DM's word is final.

      now if you really want to discuss with someone about where this or that rule fails, go ask agimimnon. I'm sure he cares.

      It's all a question of using the right tool for the job. I don't think the 3.5 D20 system should be used for CRPGs.
      I don't thing any pen and paper should be directly translated to computer. Except Phoenix. 3 hours of computation to simulate one minute of combat. But you after that you knew that the bullet entered the ribcage between the 4th and 5th ribs, grazed the heart, came out at a 10 degree angle and broke one rib in the process. But that's overkill.

      So do us a favor and next time you DM, kill the stupid rules and have fun.
      3rd ed was released at the same time W40k released their new ruleset. Each page in W40k had at least one inconsistency that was disproved somewhere else in the book. Can't say the same about 3rd ed.

      --
      Nouvelles de jeux et technologies en français. TC
    20. Re:Temple of Elemental Evil is SO BAD by Minna+Kirai · · Score: 1

      By your argument

      You seem to have no idea what my argument even was.

      As well as the abilities to raise the dead, cast a fireball, or call an insect plague, since no human being has ever been able to do any of these things.

      You'll never win elected office in the USA with opinions like that!

    21. Re:Temple of Elemental Evil is SO BAD by obeythefist · · Score: 1

      Actually it didn't implement AD&D at all, it implemented the D&D3.5 rules. And it did a better job than any computer game in history at representing a RPG rules set in a workable fashion. It was more faithful than any other conversion, and despite the unfixed bugs, it was quite playable.

      The problem really was they picked a godawful module and didn't spice it up at all. So after you finish the first quests in the village, it's all hacking through the vast temple dungeons (repetitive!).

      I'm hoping they keep that engine and do a baldurs gate or something similar.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
    22. Re:Temple of Elemental Evil is SO BAD by obeythefist · · Score: 1

      Actually, it seems the whole point of the article was to bag pen and paper RPG's, and to somehow try and point out that 1st edition AD&D was vastly superior to D&D3.5.

      What kind of drugs was the author on??

      There are so many rules holes and inconsistencies in 1st Ed, it's practically a microsoft product.

      3.5 on the other hand is consistent, everything can be classified and "fits" somewhere in the scheme of things, and the rules all interoperate perfectly.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
    23. Re:Temple of Elemental Evil is SO BAD by myowntrueself · · Score: 1

      "Actually it didn't implement AD&D at all, it implemented the D&D3.5 rules."

      pedant

      "And it did a better job than any computer game in history at representing a RPG rules set in a workable fashion. It was more faithful than any other conversion"

      Absolutely!

      "and despite the unfixed bugs, it was quite playable."

      I have to disagree with you there.
      Maybe my 'playability' threshold is higher than yours.

      I think theres a future for the game engine. At least I hope so, it'd be a shame to waste yet another decent game engine just because its first incarnation is crap (thinking of Ultima Ascenscion here, which had an awesome, groundbreaking game engine but a totally rubbish game).

      --
      In the free world the media isn't government run; the government is media run.
    24. Re:Temple of Elemental Evil is SO BAD by Drakin · · Score: 1

      Naw, I'm not an apologist. I just get a little annoyed when people open their mouths and flap about things they don't bother to understand first.

      Seriously though, the rules don't say you can't, they just say that there's drawbacks if you do.

    25. Re:Temple of Elemental Evil is SO BAD by obeythefist · · Score: 1

      Well maybe it wasn't playable. I don't know. The plot got me before the bugs did, how's that?

      And yes I am a pedant.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
  13. Mature and robust by mao+che+minh · · Score: 3, Insightful
    The D&D systems/rulesets are always robust and mature, having been in the making for the better part of forty years. Furthermore, they always translate very well to any medium, be it paper and pencil or PC video game.

    I would say that it is a much better idea to use the tried-and-true D&D rulesets than to create your own on the fly. Heck, for starters, it saves you a huge amount of time.

    1. Re:Mature and robust by mabinogi · · Score: 3, Insightful

      I agree, the author of this article seems to think that D&D rulesets were invented overnight on a whim by a bunch of people with no clue, for the sole purpose of selling rulebooks.
      I'm sure selling rulebooks is an important buiness issue, but creating a solid game experience comes in to that as well, and you sell more rulebooks by steadily refining and improving the rules, than by randomly changing stuff for the sake of changing it.

      Also the idea that people can handle complicated rules better than a computer seems a little bizzare too.

      --
      Advanced users are users too!
    2. Re:Mature and robust by Bagheera · · Score: 4, Insightful

      The D&D systems/rulesets are always robust and mature, having been in the making for the better part of forty years. Furthermore, they always translate very well to any medium, be it paper and pencil or PC video game.

      Come again? The D&D rules have, historically, had a large following but a lousy game mechanic. They ALWAYS had a lousy game mechanic, all the way back to the original Dungeons and Dragons and the "Three book set" that came before. D&D worked as a game system more because of the extensive source material and the huge number of pre-packaged modules than because it was actually any good. D20 is a little better than old versions, but it's still a Level and Hit Point based system - at least in it's AD&D incarnation.

      I would say that it is a much better idea to use the tried-and-true D&D rulesets than to create your own on the fly. Heck, for starters, it saves you a huge amount of time.

      Actually, since the programmers have to implement it, there are a number of considerably better and more versatile systems that would make a good base for a CRPG.

      Considering that any CRPG that's run by the machine (rather than an active GM, as you could get in, say, NwN) lacks the dynamic "Rules Bender" called the Game Master (A good GM makes the STORY run the game, not the DICE. CRPG's don't know when to fudge a roll so the hero can survive, or kill a monster, or whatever is needed to tell a good story.) they're ALL going to basically suck.

      Personally, the hypothetical "best" CRPG would allow GM interaction at whatever level was required. A fast and clean implementation. And a good way to make characters ballance within the rules. Any game that tries to port the inherently unbalanced AD&D rules over is going to have holes.

      That's the fact.

      --
      Never attribute to malice what can as easily be the result of incompetence...
    3. Re:Mature and robust by canadian_right · · Score: 4, Interesting
      Having actually implemented AD&D rules in a commercial video game (way, way back in 1989) , I can say that the rules SUCK for computer implementation. There are special cases and exceptions to everything. Evey look at the "Turning Dead" table? The original rules listed monsters from the MM only - all monsters from other books would say something like "turn like a skeleton", or "turn like a wight".

      AD&D is agreat system for role playing with a bunch of friends around a table while eating junk food - it is not a great set of rules for a computer game. My favorite implementation is BioWare's Baldur's Gate.

      --
      Anarchists never rule
    4. Re:Mature and robust by drinkypoo · · Score: 1

      And if something turns as a mummy, then you chant like an egyptian.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:Mature and robust by Mike+Hawk · · Score: 1
    6. Re:Mature and robust by Zalgon+26+McGee · · Score: 4, Insightful

      That's why Paranoia is the best game system - players are forbidden to know the rules, and the GM's one main rule is: Keep it lively. If a player is boring, they're dead.

      --

      ---

      Book(n): Utensil used to pass time while waiting for the TV repairman

    7. Re:Mature and robust by Bagheera · · Score: 3, Funny

      I'm sorry, Citizen. You are not allowed to know that you are playing a game. Please report to the Computer for routing debriefing and clone incrementation.

      Thank you.

      Have a nice day.

      The computer is your friend.

      (You know, I seem to remember someone doing a text adventure of Paranoia...)

      --
      Never attribute to malice what can as easily be the result of incompetence...
    8. Re:Mature and robust by tm2b · · Score: 1

      AD&D is very different from third edition (d20) D&D. AD&D abounds with rules exceptions, separate tables for exceptional circumstances, and ambiguous areas where it isn't clear which excpetional table to apply.

      In d20 (and 3ed D&D), Jonathan Tweet and Monte Cook (don't ask about "Skippy the Wonder Sage") made it into a smooth, self-balancing system - where AD&D was an accumulation of strange special cases, d20 / 3ed D&D is a thing of beauty, making clear unambiguous implementation straightforward and natural. You can almost run it without referring rule books once you understand the underlying mechanics. It's just that intuitive.

      Unfortunately they couldn't let well enough alone (or rather, wanted to sell more books), and started overtweaking everything after Tweet and Cook left. That led to the abomination, v3.5.

      --
      "It is our blasphemy which has made us great, and will sustain us, and which the gods secretly admire in us." - Zelazny
    9. Re:Mature and robust by Bagheera · · Score: 1

      I agree, the author of this article seems to think that D&D rulesets were invented overnight on a whim by a bunch of people with no clue, for the sole purpose of selling rulebooks.

      Have you read some of the 1st and 2nd generation RPG rules? Not just D&D, but any of the plethora of games that came out in the early days. The "written over night, on a whim, with an eye to making money" is actually a pretty good description. Fortunately, most games from that generation are long forgotten.

      I'm sure selling rulebooks is an important buiness issue, but creating a solid game experience comes in to that as well, and you sell more rulebooks by steadily refining and improving the rules, than by randomly changing stuff for the sake of changing it.

      Selling rulebooks isn't as important as selling supplinments and resource books. In the Computer Game world, it's sometimes the same, where you buy "The Game" then shell out 2/3 as much for each expansion pack. Examples are numerous in both the Pencil and Paper and Computer worlds.

      Probably the saddest example of it is the White Wolf "Storyteller" rulesets. All the WoD rules should be compatible, since they use the same basic rules, but each genra gets its own little tweaks that either make the game incompatible with the others, or require some gymnastics on the part of the players or GM.

      Also the idea that people can handle complicated rules better than a computer seems a little bizzare too.

      Computers can't make decisions like "You know, let's forget the Ancient's Vs Giant Arachnids table, and just use the Phases of the Moon for this fight, ok?" based on experience, game play, and what makes a good story. Machines can handle the math better, and keep track of what applies where and when, but RP isn't about numbers: It's about telling stories. Computers are really bad at making things up on the fly - which is sometimes vital to telling a good story.

      Have you ever seen a CRPG where you could go "Screw it. I don't care about this city or these people. I'm the hell out of here!" In a live game, your GM can either bulldoze you back into the prepared story, OR they can, if they're good, adjust on the fly so everyone can have fun.

      The original article, as far as I can tell, was pointing out the simple fact that what works well for a pencil and paper game (AD&D, D20, Hero, GURPS, Storyteller, etc.) may suck horribly as the bases for a CRPG.

      --
      Never attribute to malice what can as easily be the result of incompetence...
    10. Re:Mature and robust by NichG · · Score: 2, Interesting

      It might be workable to make a CRPG that actually responds to the player's needs with rule changes. The premise would be: let the player succeed at everything they try but with a weighting factor based on the importance/significance of that action. For instance, the player would essentially get invisible bonuses in random encounters, so that they would only lose if they really weren't ready for that area at all. However, on an epic 'boss' type fight, they wouldn't get those bonuses. Similarly, if the party is out of money or 3 gold short for something and tries to pickpocket it, the game would let it succeed trivially, but if the party is already rich (beyond a certain threshold) the game ups the difficulty (equivalent to a GM saying 'okay, you've got enough, do something else now'). These would still be somewhat rigid as they'd have to be preprogrammed in.

      A more sophisticated would be something that actually has a way of calculating how important arbitrary actions/events are with respect to the storyline, in the same sort of way as chess AI. That seems very difficult to implement without some very general way to describe the events of the game so that the computer can somehow 'understand' what's going on and what the consequences of party action are.

    11. Re:Mature and robust by Mycroft_VIII · · Score: 1

      I take it you haven't worked with the 3.5 rules.
      I say this because I'm 3.5 right now and most of the changes are improvements and simplifications towards a more streamlined system. Some are simply clarification (things that weren't clearly spelled out are not) and the rest is mostly smoothing out character progression so you don't characters that just gain a few hp and and skill points for 3 levels followed by 1-3 feats and other class features kicking in over 2 levels.
      3.5 runs smoother and with less confusion than 3.0.
      I could give lots of examples of how 3.5 better, eassier, and more fluid to play than 3.0. The jump skill fit the rest of d20 now, they eliminated 'exclusive' skills and made most of them class features and with small tweaks and lots of diagrams and explanations made the combat rules much more intuitive. Class progression is much smoother rather than having irregular jumps in ability.
      I do have few complaints about it. Bard is prefered class for gnomes now? sorcerer I could buy, but bard? And half orcs still seem a bit nerfed.
      I suppose after 23 years of playing I should be used to the 'they wrecked it' or 'they just want more money' complaints everytime a new edition of any system comes out, espcially AD&D.
      It honestly is better than 3.5, but it's not so much better that it'd be a tragedy not to get it if you like 3.0 (3.5 really is the right versioning in my opinion)

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    12. Re:Mature and robust by Xenographic · · Score: 2, Informative

      All that & you didn't even give them a link!

      The Slashdot story about the new version, and Paranoia-Live, where you can find folks online to game with :]

      How do I know all this you ask? That's far above your security clearance, citizen, as is this ULTRAVIOLET (white) page you're viewing. Report for Reactor Shielding Duty immediately!

    13. Re:Mature and robust by AndroidCat · · Score: 1
      The D&D systems/rulesets are always robust and mature

      Bwahahahaha! You've never played D&D with the original three books. Even after Greyhawk (Sup I, 1976), it was pretty clunky.

      --
      One line blog. I hear that they're called Twitters now.
    14. Re:Mature and robust by poot_rootbeer · · Score: 1

      the rules SUCK for computer implementation. There are special cases and exceptions to everything.

      That's why God created conditional expressions, my friend.

      I'd be more concerned with the inability of the typical computer system to generate truly random numbers than with a series of special cases that have to be dealt with once as the game logic is being coded. It's very possible that a pseudorandom sequence of numbers just won't cut it for AD&D-based gaming systems.

    15. Re:Mature and robust by Creepy · · Score: 2, Insightful

      I completely disagree.

      D&D may be mature, but the majority of spells and skills (er, feats) just aren't practical in a computer game. If you go and ask 10 gamers what spells or skills they chose in just about any D&D based game, they will generally go towards the hack-and-slash beneficial spells, because that's how experience is earned in these games. ToEE (Temple of Elemental Evil) really proved this to me - there are so many skills and spells, but when you cut away the useless ones, you end up with a few core spells that are practical for a computer game.

      I'm not terribly familiar with the AD&D ruleset, having last played AD&D back at the beginning of 2nd edition (I have the second edition DMG and Player's handbook, everything else is first edition), so this made it extra hard to choose the best feats for my PCs in ToEE, but I soon found which ones didn't work well and restarted the game to ditch the bad ones.

      There are multiple issues here, but the main one is that new PCs are overwhelmed with the options. Compare the starting options in Fallout to the starting options in ToEE. Fallout - everything is configured on a single screen. ToEE - multiple screens of configuration, many with pre-requisites from other screens. Unless you know all the requirements in advance (are intimate with the D&D ruleset), you won't have a clue what you need to do without lots of trial and error. This is too complex for a computer game that doesn't include all the help needed within itself (and even then). I could probably identify a dozen feats and probably 10x that many spells that aren't worth being in ToEE, but are there just to complete the ruleset. For instance, I would probably throw away all of the cantrips, which are useful for all of about 30 seconds in the game, if that (I think there was maybe one that I used once). In a real RPG, cantrips are useful because there may be a special case where you really need to do one point of acid damage, but in a computer game, 'cmon - just use your damn dagger, since you've got to stand next to the monster anyway and it'll probably resist the spell just as often as you can hit with your lousy dagger skill.

    16. Re:Mature and robust by IceAgeComing · · Score: 2, Interesting


      That's why God created conditional expressions, my friend.

      I believe his point was that it sucks to program a whole bunch of them in, both initially and later when it comes to code maintenance. Programming would be a lot easier with fewer of them. Also, when a new edition of the rules comes out, it's nice not to have to modify a bunch of existing special cases.

      It's very possible that a pseudorandom sequence of numbers just won't cut it for AD&D-based gaming systems.

      I don't believe you know what you're talking about with this one. If you don't need a zillion random numbers every second, there are clever ways to reseed the random number generator periodically to increase arbitrariness of the random number stream. Considering the relatively few number of dice rolls in a game (less than 10e6), you're not ever going to see structure in the random numbers.

    17. Re:Mature and robust by Anonymous Coward · · Score: 0

      My big problem with the 3ed rules is that the yread like they've been written for a computer.

      "+2 Dodge bonus to AC" "+1 Magic Bonus to AC", etc and bonuses don't stack, unless they are different.

      Oi vey!

    18. Re:Mature and robust by Anonymous Coward · · Score: 0

      You make some very good points.

      However, I think the d20 rule-set isn't the problem;

      It is the game engine's treatment of the rules.

      As a programmer, I know it's easy to get caught up in one's own rules, for sanity and stability.

      However, RPG programmers always forget ---
      1. The DM is always right.
      2. The DM has control over every outcome, etc.
      3. The story-line will unfold spontaneously.
      4. The world is dynamic and subject to DM whim.
      5. Chat should affects outcomes and conditions.
      6. Evil Actions attract Evil, and repel good
      7. All actions result in risk of detectability.
      8. NPC's remember you, if the DM allows this.

      All of the game engines have hard-fast rules for outcomes. Secondly, they imply they run the show.
      Thirdly, building the next level/room/terrain on the fly by the DM is non-existent.

      You say this with:
      >Personally, the hypothetical "best" CRPG would >allow GM interaction at whatever level was >required. A fast and clean implementation.

      I also agree with:
      >Considering that any CRPG ...lacks the >dynamic "Rules >Bender" called the Game Master

      The game mechanic, should always treat rules as suggestions, or building blocks for the DM's screen. Just because it is most appropriate for a given set of conditions to affect the outcome of a given action, say an ax swing, doesn't mean that is what the DM meant to say. Any RPG that assumes this sucks.

      >A good GM makes the STORY run the game, not the >DICE.

      The first step to a story-led approach is to force the issue.

      This implies, the story better explain the outcome by labelling the causes as a set of conditions of the actor, environment or the acted upon, which affect the outcome; Although the DM is God, she should be forced to show how a specific condition caused a specific outcome to occur.

      >CRPG's don't know when to fudge a roll so the >hero can survive, or kill a monster, or whatever

      I agree; The Dice Roll must be fully controllable by the DM. To take this control away from the DM doesn't resolve DM honesty; It just forces the DM to ignore that functionality.

      >Any game that tries to port the inherently >unbalanced AD&D rules over is going to have holes.

      I don't think any rule-based system will cover everything; However, to NOT assume this, makes the existing software out there bad for P2P playing.

      I need to create creatures/rules/environments on the fly, I need to change an action's outcome by adding/subtracting/changing conditions that affect the outcome. I need both of these, while I play. If I can't, the software failed.

      We'll never get there assumming every rule is the end-all be-all; The only hard-fast rule should be, "The DM is always right".

    19. Re:Mature and robust by po8 · · Score: 1

      Yes, there is an ancient paranoia text adventure floating around. It's reasonably hilarious. It's a bit buggy, and doesn't seem to have any happy ending---so it's pretty faithful to the original. Have fun, citizen. Fun is mandatory.

    20. Re:Mature and robust by dolo666 · · Score: 1

      > The "written over night, on a whim, with an eye to making money" is actually a pretty good description. Fortunately, most games from that generation are long forgotten.

      I howled when I first read this. You have captured the true sentiment of my article, and RPGSC. However, many of the rules get picked up again, after they have been forgotten, and they sneak their way into campaigns and source books too. It's because there is no litmus test for RPG, and it's sad that standards are missing from these games, because standards would make all our jobs/live/profit margins easier, if you ask me.

      > RP isn't about numbers: It's about telling stories. Computers are really bad at making things up on the fly - which is sometimes vital to telling a good story.

      I wholeheartedly agree. We need to get all the exceptions out of all the PPRPGs out there so that we can focus on getting better stories for CRPGs.

      > Have you ever seen a CRPG where you could go "Screw it. I don't care about this city or these people. I'm the hell out of here!" In a live game, your GM can either bulldoze you back into the prepared story, OR they can, if they're good, adjust on the fly so everyone can have fun.

      We usually have it so that forces in the world make it impossible to leave, because DMs spend so much time designing the campaigns that it's sad to see all that hard work go to waste; but it's nice to have a say in the setting ahead of time, before all the prep work is done.

      > The original article, as far as I can tell, was pointing out the simple fact that what works well for a pencil and paper game (AD&D, D20, Hero, GURPS, Storyteller, etc.) may suck horribly as the bases for a CRPG.

      And might I add that standards are what is needed to bridge the gap, to save the CRPG makers time and generate more profit for the PnP folks. Let's face it, PnP authors greatly outrank many video game designers in terms of creativity and capability for RPG design.

  14. For success... by ackthpt · · Score: 5, Funny

    For success they must roll at least an 18

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:For success... by Lehk228 · · Score: 1

      ever played shadowrun? a six is rerolled with the result added, repeat untill not a six.

      --
      Snowden and Manning are heroes.
    2. Re:For success... by John+Courtland · · Score: 1

      It's called Exploding the die. Every 6 you explode. Which I dislike because then it's impossible to actually roll a 6.

      --
      Slashdot is proof that Sturgeon's Law applies to mankind.
  15. Did anyone actually use all the rules? by Ritorix · · Score: 5, Interesting

    I played a good bit of pen-and-paper D&D back in the day. I remember ignoring most of the rules and dice rolls entirely. The biggest rule, was that all the rules were optional. D&D was about having a good time.

    In computer games, the rules sometimes get in the way of the fun (see TOEE). Your character is more a collection of numbers than a person. Sure, you could play pen-and-paper like that too, but you would have to be pretty anal.

    1. Re:Did anyone actually use all the rules? by steveha · · Score: 3, Interesting

      I used to read Dragon magazine, and there would be all these cool rules about how to calculate how far you could jump, or whatever. Calculate how much weight you have, index with your strength score, adjust for difficulty, yada yada yada.

      My friends and I came to the conclusion that the game just slows down too much when you do all that. It's better just to say, "that's a hard jump, it's -3, so try to roll your Dexterity minus three." We played actual combat according to the rules, but pretty much everything else was rolling against statistics, possibly at a plus or minus.

      steveha

      --
      lf(1): it's like ls(1) but sorts filenames by extension, tersely
  16. Major Problem by DumbWhiteGuy777 · · Score: 5, Funny

    It still doesn't tell how Advanced Dungeons and Dragons is different from regular Dungeons and Dragons. I've asked around and no one knows. I'm starting to think nerds just made it up to sound smart.

    "I'm playing Dungeons and Dragons."
    "Oh yeah? I'm playing ADVANCED Dungeons and Dragons"

    1. Re:Major Problem by Ritorix · · Score: 4, Informative

      I went from D&D to AD&D2ed, somehow skipping 1st edition...

      In 'normal' D&D it was rather simplistic. Your choices for what to play were basically fighter, thief, cleric, mage, dwarf, elf, halfling. Good for getting new people into roleplaying without 10 different rulebooks.

      AD&D opened up the doors to class / race combinations, was a lot more rule-heavy, and let them sell a slew of new books.

    2. Re:Major Problem by Anonymous Coward · · Score: 1, Informative

      If you're really genuinely curious, then the best place to ask is here. These guys will be glad to explain the minute differences to you. They'll do a much better job than I can.

    3. Re:Major Problem by DumbWhiteGuy777 · · Score: 1

      Ah. I skipped D&D completely then. I figured the 10 different rulebooks was just part of the territory.

      May you be modded up, my friend.

    4. Re:Major Problem by Anonymous Coward · · Score: 0

      AD&D is basically like AD&D2nd edition compared to D&D, the 'A' was added on when a new ruleset was finallized. Before I played AD&D I also played D&D basic set and expert set. At the time I was pritty young and don't remember for sure if they were more just meant to be beginner sets or if they were just the old rules before AD&D.
      But definatly AD&D specifies a specific ruleset, so when you get a AD&D addon book you know its for the same rules your playing.. same with AD&D 2nd edition and 3rd or whatever they call that now-a-days.

    5. Re:Major Problem by Anonymous Coward · · Score: 2, Insightful

      Ironically, a lot of people played AD&D but threw away a lot of the more complicated AD&D rules such as the Weapon vs. Armor type chart, the rather complex initiative and surprise rules, the near-incomprehensible grappling rules, the spell segment casting times, etc. Spell material components were also commonly disregarded.
      All in all, after throwing out most of those complex rules, you ended with something very, very similar to Basic D&D, but with class/race differentiation.
      And ironically, a lot of the people who played this way held Basic D&D in disdain for being too simple. The fools. ;-)
      Myself, I prefer using Basic D&D as a base and adding more rules to suit my needs. YMMV.

    6. Re:Major Problem by wmacgyver · · Score: 5, Informative
      If I remember correctly, the evolution of the whole D&D series started with the Basic D&D set. (I'm not counting Chainmail ruleset, which I feel is still a wargame.) My Basic D&D set was a red box, it even came with dice and crayon for you to fill in the numbers. In this rule set, Elf is a character class, not a player race. Elf played very similar to Fighter/Mage for those of you that cared. There were 5 such sets. Basic(1-3), Expert(4-14), Companion(15-25 levels), Master(26-36 levels), and Immortals(37+).

      AD&D came after that, it was published in 1978 as three hardcover books: Player's Guide, Dungeon Master's Guide, and Monster Manual. It's a format that's follow even to this day. Various player race were introduced, and the rules were changed so that races are no longer classes.

      Then came AD&D 2nd edition in 1989. For a while, they went to a 3 ring binder format for you to keep track of all the monsters, which drove me crazy. It may have been a good idea for adding new monsters, but pages tear and fall out all the time.

      D20, or D&D 3rd edition, returned to the original Dungeon and Dragon name. The changes are quite drastic compare to any of the previous editions of D&D/AD&D.

      The most recent release is 3.5E, which was last year. (2003)

      For a history of D&D/TSR, take a look at here

      The core of D20 is also published here as a set of rtfs.

    7. Re:Major Problem by clifyt · · Score: 4, Informative

      As one of the other posters said, its pretty much a more advanced version that needed a dozen books to understand.

      Standard D&D came in a single box with everything ya needed to play. DM Guide and Player Guide. I remember, I spent $16 on this at the local gaming store when I was in my preteen age (cripes more than 2/3rds of my life ago). That was a lot of money back then :-)

      Limited player classes. Limited Alignments. It was a LOT more black and white -- Lawful Neutral and Evil. Not to note that this makes no sense from a legitimate scale. Advanced had alignments based on your law following and your general disposition. For instance, someone could be Chaotic Good. More or less ya say fuck the laws, but you do what you feel is right -- Fucking dope smoking hippies... Or Lawful Evil. Think Dick Chenney. Oh wait, he makes the laws...nevermind.

      Classes were limited...and levels were limited to a ceiling of around 20. No switching classes. No multiclasses. Advanced allowed you to be both multiclass as well as switching classes where this wasn't possible. For instance, if you became a fighter, you might not be able to be a magicician because the need for physicial training got in the way of the spiritual training -- but you'd still have some of the leftover abilities at the lower level.

      That and there were a *LOT* more classes and subclasses. Some classes couldn't be some alignments or races. A hobbit souldn't be a palidin...and a Palidin needed to be Lawful Good -- even if the laws were unjust, you followed them. At least how the game was supposed to be played, I don't think anyone cared about this when actually playing as role playing was always minimized with ?D&D.

      AD&D had a lot more subtlties to it...and manuals that wen't along with it. The monsters in the D&D books were limited and didn't have much back story to them. In AD&D, I had I believe the Monster Manual 1 & 2. Monstor Companion. Deities and Demigods (before they were forced to change the name by religious groups). Lots of back stories. A lot more to remember. A lot more abilities and weaknesses.

      Fuck, the last time I looked at AD&D, the books had gotten so out of hand that not only did you have the players handbook (which use to be 200 pages of a large with legal sized pages), but now with the same for each character type.

      Advanced D&D -- more rules and more money to buy the rules (gawd help you if you were the DM -- ya needed to have ALL of this). Simple enough for ya?

      Personally, if I were playing again, I might look at the AD&D books for the back story, but stick with the rules of the D&D side simply because simplicity focuses on the role playing as opposed to charts and having a dozen DM cheat cheats / screens and having to carry 100 dice type (lets see, I had a D100 which just rolled for 10 minutes before stopping, a D50 -- which was as hard to find as the 100 at the time, a few that were designed for cards in case the players decided to gamble -- I think that came with a module and a dozen more -- that all us geekies would carry around in our Crown Royal bags attached to our belts even in nongaming situations as if they were bags of magic).

      AD&D -- rules. D&D Roles...

    8. Re:Major Problem by canadian_right · · Score: 2, Informative
      The original D&D game in a box set, only had rules for chracters up to level 3, had fewer classes, monsters, etc... AD&D had much more detail, more classes, more monsters, rules up level 20. No big changes, just more detail. AD&D 2nd edition was a bit bowdlerized (thief is a rouge, no demons, etc...) - I didn't care for it.

      The latest set of rules from WotC remains true to the original rules, but is much more consistent and easier to use once you get use to it.

      --
      Anarchists never rule
    9. Re:Major Problem by DrSchlock · · Score: 1

      Actually, since they dropped the A when 3rd edition came out, regular D&D is now officially more advanced than AD&D. Better and much, much more rules-consistent, too; not quite enough for a computer, but pretty good.

    10. Re:Major Problem by Anonymous Coward · · Score: 0

      Advanced dungeons and dragons was just a later version of Dungeons and Dragons, if I recall.

      The regular D&D only had like 4 classes or races or something as limited, and AD&D implemented more character customization and a boatload of background...

      I dunno for sure, this is just heresay and observation. :1

    11. Re:Major Problem by Packets · · Score: 1

      Here's an article that actually explains the history behind the name, and what "AD&D" is in relation to "D&D".

      http://www.indie-rpgs.com/articles/20/

      --
      A little overkill never hurt anybody.
    12. Re:Major Problem by Anonymous Coward · · Score: 0

      Yeah that sounds about right. You can run a pretty damn good campaign with just the Basic and Expert D&D boxed sets. The first one focuses mostly on dungeon crawling and gives info for characters level 1-3. The second one focuses on the world beyond the dungeon, and lets you flesh out characters levels 4-14. Each box has a 64-page rulebook and a sample adventure module (B2 Keep on the Boerderlands, and X1 The Isle of Dread). The X1 module is especially good, as it gives a lot of local and world information that the DM can flesh out (besides the few "Known World" pages in the Expert rulebook). Anyone just starting out D&D can't go wrong with these boxed sets. It's really a pity they don't make 'em anymore, but they can still be found quite cheaply on ebay (probably under $10 each!)
      In truth, I've never played a character even beyond 10th level, and even that can take years... I do like to keep the AD&D Monsters Manual I & II and the Fiend Folio handy though. And the AD&D Dungeon Masters Guide has some nifty stuff in it too (random dungeon generator, dungeon dressing tables, and so forth) but it's all just icing on the cake.
      In the end, those two 64-page rulebooks are all that's really needed. Imagination takes care of the rest. That's what it's all about!

    13. Re:Major Problem by darilon · · Score: 2, Informative

      Actually, there was a first edition of AD&D. Here's how it went: Original Boxed set (mid-late 70's - I remember getting a photocopy of the rules before they were released in Canada and then buying the first set when they came to Canada). Three booklets. Later, you could get addons such as Greyhawk. Basic Edition Advanced D&D - DM's guide, Monster Manual, Players Handbook. Was followed by a number of add-ons such as Dieties and Demigods, Fiend Folio, etc. 2nd Edition 3rd Edition, whatever. I found the best campaigns were always those where the DM had dumped many of the core rules, or misinterpreted them badly, then redesigned them to a completely different, but balanced system. Ah, the days of a swing a level!

    14. Re:Major Problem by steveha · · Score: 1

      No, the original D&D was simply called "Dungeons and Dragons". The one with rules for characters up to level 3 was the Basic Set.

      I liked AD&D 2E; I thought they did a great job of retaining the good parts of D&D while getting rid of the deadwood, and I liked the new stuff. Instead of several character classes that are slightly different, you would now have one character class with some sub-classes. So a Thief is really just a Rogue who specialized in Thief skills, and an Assassin is a Rogue who specialized differently. An Illusionist is a specialization of a mage, instead of a whole different class, and there are other specializations such as Invoker or Necromancer. I thought it was neat.

      steveha

      --
      lf(1): it's like ls(1) but sorts filenames by extension, tersely
    15. Re:Major Problem by Mycroft_VIII · · Score: 1

      A minor nit-pik, the later D&D rulesets came out after AD&D 1st. they ran con-currantly for a good while as AD&D was meant as an advanced version of D&D rather than a sequal/replacement.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    16. Re:Major Problem by MikeHunt69 · · Score: 1
      all us geekies would carry around in our Crown Royal bags attached to our belts even in nongaming situations as if they were bags of magic.


      Man, thats impressive.. I never had the dice (or the balls) to do that. Respect!


      I had a d100 and a d30 - never seen a d50. Well, I should have had a d100 & d30. I bought them off a 'friend' who sold them onto me before he saw them. Well, upon recieving said dice, he liked them too much so he kept them & didnt tell me for years. I cant remember if he gave me my money back - but knowing him, probably not.

    17. Re:Major Problem by Stregone · · Score: 2, Funny

      One of my friends who was a DM all through highschool charged a quarter for a ressurection if you died and couldn't be ressurected by the other players. If you wanted the character back.

      That enabled him to buy a huge pile of D&D books, lol.

    18. Re:Major Problem by yowi · · Score: 1

      It still doesn't tell how Advanced Dungeons and Dragons is different from regular Dungeons and Dragons. I've asked around and no one knows. I'm starting to think nerds just made it up to sound smart.

      The original D&D was a single book, A4 size of about 50 pages. There were 4 Character types, Fighter, Cleric, Magic User, and Thief. The maximum level achievable was 5 (I think).

      Then came the Dungeon Masters Guide (in about 1980), holly shit that thing had about 200 pages, and just for the DM. The Players Handbook and Monster Manual came soon after and a whole new dimension of playing came to life.

      --
      Why don't the headlines ever read 'Psychic wins lottery'
    19. Re:Major Problem by Anonymous Coward · · Score: 0

      ahhh the red box set.... great memories!

      i moved on to that (and the cyan and blue box sets IIRC which gave you more levels, monsters etc) from the old steve jackson "fighting fantasy" book, which showed you how to run a VERY rudimentary D&D-like system.

    20. Re:Major Problem by Minna+Kirai · · Score: 1

      It was a LOT more black and white -- Lawful Neutral and Evil. Not to note that this makes no sense from a legitimate scale.

      Nope. The 1970s D&D books used Lawful, Neutral, and Chaotic alignments. The latter term was seemingly inspired by the Elric Melnibone fantasy series from the 1950s.

      Classes were limited...and levels were limited to a ceiling of around 20.

      Quickly revised to the very strange choice of 36.

    21. Re:Major Problem by clifyt · · Score: 1

      Yeah...

      It was embarassing. It was during these days, that we'd spend 90% of our waking hours playing some role playing game or programming the Commodore / Amigas. Depending on who's home we were at. Or building Heathkit crap.

      When I turned 15, I discovered women...yeah, a late start, but I don't think anyone in my core group did for the next 10 years. And by that time, they were already set in their ways. I was lucky, dad forced me to play sports and mom forced me to be in the scouts -- one year I had to work her Girl Scout Camp as a counsellor, which was all away across the lake from the Boy Scout camp.

      I was still a geek at heart, but learned really quickly how to hide this fact...having a CR bag tucked into my belt was a sure way to loose respect from anyone outside of the geek community. I think my friend Ed still carried his through out his time at Purdue...sadly, my girlfriend threw my dice out within 3 weeks of meeting her at my university :-) After that, the geekiest game was Risk or Fortress America in the dorm lounge...

      Sad...I'm a traitor to geeks everywhere...

    22. Re:Major Problem by The+Conductor · · Score: 1

      That pretty much jibes with my experience back in the day...We always approached D&D a'la carte. Don't need 50 types of polearms inside a subterranean dungeon? Drop 'em. Got a situation where chracters have to lump across a pool of lava? Whip out Dragon Magazine and use the rules somebody wrote up.

      My mindset is that the adventure defined the rules while the game was a library of pre-set rules that the adventure refers to. The adventure is analogous to a program while the game is a set of API function calls.

    23. Re:Major Problem by argStyopa · · Score: 1

      Um, no.

      There was D&D - the basic set, in which you could play IIRC a Fighter, a Wizard, a Cleric, and Elf, or a Dwarf.

      Then there was ADVANCED D&D which was the ruleset 'all grown up' - hardcover books like the DM's Guide, Player's Handbook, etc - all the canon classes, all the spells. Unearthed Arcana was AFAIK the last 'addon' to AD&D 1st Ed.

      *Then* they came out with 2nd Edition, which was a half-assed attempt to codify the mess of rules (which had grown and been modified to the point of self-contradiction through umpteen Dragon articles, etc.) into some sort of homongeneous whole.

      The real update and revision came with D&D 3rd edition, (3.0) where they pretty much rewrote the system from the ground up.

      D&D 3.5 was like the patch for 3.0.

      I'm so proud I know this. :\

      --
      -Styopa
    24. Re:Major Problem by PortHaven · · Score: 1

      You're ALL wrong...

      It was a legal issue....
      (yes, advanced had some additive rules...but I remember reading it came about as a split in the company and they had to distinguish the two entities)

    25. Re:Major Problem by bjdevil66 · · Score: 2, Insightful

      I realized that the 1st Edition AD&D rules were getting out of hand when I saw the "Wilderness Survival Guide". It had dice throwing rules for EVERYTHING - whether the weather would get cold that night, a fire would go out, the wind would pick up (that could affect some spell casting I guess), etc...

      There's NO way that a book like that should've ever been created. That book would sap the fun right out of RPGs...

    26. Re:Major Problem by Anonymous Coward · · Score: 0

      AD&D had more options for characters, and more in depth rules. D&D can be looked at as AD&D "Lite", even though it came out first. You couldn't be races, only classes. It also had a limited number of spells to chose from. The original D&D hasn't existed in 20 years, and has nothing to do with 3.5.

    27. Re:Major Problem by Analysis+Paralysis · · Score: 1

      The "last" addition for the 1st Edition was the Greyhawk Adventures rulebook (which claimed 2nd Edition compatibility and added rules for 0-level characters). This was mainly campaign material though. Other expansions for 1Ed included the Dungeoneer's Survival Guide, Wilderness Survival Guide, Oriental Adventures, DragonLance Adventures and Manual of the Planes.

      2nd Edition did tidy up a number of problem areas (like the surprise rules) but was more of a consolidation of the 1Ed hardbacks (proficiencies, weapon specialisation, character classes and spells were added to the core rules) and tinker than a radical rewrite. This was then heavily extended with the Complete ... Handbooks and the Players/DM Option hardbacks. Aside from the rip-me-to-bits Monstrous Compendium (whose central idea of having a binder with separate pages which could be reordered was rather undone by including a separate monster on each side) I would rate the books an improvement over their 1Ed predecessors.

      3rd Edition was the radical rewrite and did clear out a lot of the real oddities (exceptional Strength, negative Armour Classes) while allowing greater variation between characters of the same class (via Skills and Feats).

    28. Re:Major Problem by Analysis+Paralysis · · Score: 1
      I discovered women...yeah, a late start
      Could you please explain this discovery? More importantly, were you able to apply to the USPTO for a patent on it?
    29. Re:Major Problem by Analysis+Paralysis · · Score: 1
      The original D&D game in a box set, only had rules for chracters up to level 3, had fewer classes, monsters, etc
      Despite this, the DM's book still included dragons in the monsters section! Just the thing for that 3rd level character with a sense of invincibility ("Yeah! I can cast Web now!").
    30. Re:Major Problem by CronoCloud · · Score: 1

      For the world is hollow and you can fly the sky.

      Mystara, that's the worlds proper name. Thyatis, Alphatia, Karameikos, Glantri, Ethengar etc.

      There's some really cool stuff in the Companion and Master's boxed set, not even taking into account the total weirdness of the Immortal's set.

      Weapon Mastery! Attack Ranks for the demi-humans! Megaliths! Draeden's! Player character gods!

      They eventually compiled those in the hardbound Rules Cyclopedia, all in one. Player and DM information in one big fat book, plus a lot of optional stuff from the Gazeteers.

      And the Hollow World, Wrath of the Immortals and Champions of Mystara boxed sets.

      Dinosaurs! The evil Immortal of the Aztec like Azcan people is an Elf! There's a hidden valley with high tech elves in it! Dwarves who are NOT dour and taciturn! Halfling Pirates! Better rules for player character gods! Skyships! Fly to the invisible moon and meet the Samurai cat people!

      Only on Mystara could a former starship engineer be an Immortal. The whole of Mystara's history makes a good case for a Prime Directive.

      You probably don't know about what's under Glantri City, besides the monsters in the ancient catacombs and the like. You'll see some familiar faces in Glantri if you've read Clark Ashton Smith's Averoigne stories. Bring Garlic and Wolfsbane

      The early Gazetteers are awesome, tons of information. Great bang for the buck. The poor Wizards Almanacs really good.

      Mystara was the best, most detailed world TSR had.
      No Forgotten Realms Elminster/Khelben/Harper types to overshadow the PC's. And without that intentionally archaic writing and horrible incoherent mess that was/is Oerth (World of Greyhawk)

      Now whats that web address oh yeah http://dnd.starflung.com

      Best Mystara site out there.

    31. Re:Major Problem by Anonymous Coward · · Score: 0

      Dick Cheney? Oh dear God.

      Halliburton! Halliburton! Cuckoo! Cuckoo!

      I bet you think Cheney is still in charge of Halliburton. I bet you think Halliburton... wait, I'd bet a dollar you have no fucking clue what Halliburton actually is, or what they do.

      fucking dope smoking liberals! sheesh.

    32. Re:Major Problem by Anonymous Coward · · Score: 0

      The rule books in D&D are the physical rules that pertain to a world where magic coexists with science, and the physical rules of this world dont always apply. Hence they define the rules on how to mix a potion of infinite gas or how a bugbear/goblin halfbreed can actually coexist in an adveturing party with an elf archer. But like any world were a God is in control (GM) the physical rules just become good suggestions. In the games I GM the rule books get shut when the game begins, if someone wants to stop play to look up a rule they do so at their own peril.

    33. Re:Major Problem by Anonymous Coward · · Score: 0

      sadly, my girlfriend threw my dice out within 3 weeks of meeting her at my university

      What a stupid self-centered bitch. I hope you threw out some of her stuff in return.

    34. Re:Major Problem by Kimpak · · Score: 1

      DnD 2nd ed did have a ton of books to it, but they weren't required. The idea behind them was they were there if you want/need them. If your a DM and wanted some better ideas about critical hits or fighting in general buy the Players Option: Combat and Tactics, or not. Really the only book you ever needed was a player's Handbook. The Dungeon Master's guide wasn't even necesisary if you had an ounce of immagination. Anyway, secondly TSR needed a way to make money and you can only make money by producing a product. If all a person needed was to buy a single book to play a game, TSR wouldn't have made much money.

  17. Blah by Presence+Eternal · · Score: 2, Interesting

    "Good old days." Yeah. The days of absurdist playstyle created by monster manuals chock full of monsters that had once/day attacks with no other purpose but to instakill your beloved character.

    Not to mention the wretched class imbalances. I'm not fond of WoTC, but at least they fathomed that perhaps the mages should actually be able to reach 20th level, and not at that point die to a single flurry of +1 arrows shot by orcs...

    You see the Baron, three bodyguards, and Goldie.

    Goldie's the mage! Kill her!

    (different game, same problem...)

  18. 8bit D&D Flash Movie by yamcha666 · · Score: 2, Funny

    Ask and thou shalt receive...

    8bit D&D Flash Movie

    1. Re:8bit D&D Flash Movie by qualico · · Score: 1

      LOL!

      That is soooooo funny.
      Thanks for that link.

      Now I know why I stopped playing D&D.

      I grew pubic hair and wanted to be at the bar for real. :->

    2. Re:8bit D&D Flash Movie by Pluvius · · Score: 3, Informative

      That's actually a reinterpretation of the Dead Alewives' D&D parody, which was audio-only. Here is another one which I think people might be more familiar with.

      Rob

    3. Re:8bit D&D Flash Movie by Tyir · · Score: 1

      I know its offtopic but...where is the charactor with that hat and staff, he looks like a jawa from star wars... i know he is from an old video game, but which??

    4. Re:8bit D&D Flash Movie by Pluvius · · Score: 1

      All of the characters are inspired by those in the original Final Fantasy for the NES.

      Rob

  19. The trouble with D&D-style rules in video game by gatesh8r · · Score: 2, Interesting
    Is that is it made for pen and paper. Seriously, my project has somewhat of a pen & paper combat and statistic system, but in the end, we're not going to bog the players down in it. Sure there will be some stats visible to the end user, but instead of having "OK Roll to see if you hit!" we'll likely let the user do armed combat. Let the machine calculate weither it can make a block, or have a percentage for taking 1/2 damage and the like.


    Don't get me wrong, NWN is a great example of how to put D&D as a video game -- but pen-and-paper games is only best with pen-and-paper the majority of the time. Plus you just can't get a true experience of sitting down with your buddies and having a sadistic GM. ;)

    --
    Karma whorin' since 1999
  20. The real trouble with using D&D rules in video by NSash · · Score: 5, Interesting

    The whole idea of using tabletop RPG rules for video games is silly. Tabletop RPGS are designed in every way around the fact that the you can only generate random numbers by rolling dice, and human beings have to resolve everything: what made Rolemaster (or "Rollmaster" as we called it) intolerably slow in person would be completely invisible in a video game.

    Tabletop RPGs today go out of their way to avoid rolling too many dice and looking up results on too many tables (things that are trivial for a computer). What makes games in person fun (aside from, you know, playing with other people) is the ability of the GM to improvise, which is essentially an AI-complete program. Thus, you end up with dungeon-crawls like "Temple of Elemental Evil," where the player's choices can be limited to the extent that it's possible to plan for most of them. (Or, you get a game like Neverwinter Nights, where - despite goods scripting - you bump against the artificiality of the world at every turn.)

    Unfortunately, the article chooses to talk about AI bugs, scroll menu bugs, and other things that are entirely unrelated to the choice of the D&D ruleset.

  21. At last by women · · Score: 1, Funny

    An article where no one can say "this isn't news for nerds!"

    --
    If you're a fan of women, add me to your friends list.
    1. Re:At last by Anonymous Coward · · Score: 0

      Well I thought your comment was one of the funniest I have come across.
      Deserved a lot more than a 1.

      On a side point (and since I am posting)
      It is not really fair to compare DD with a single user game, DD hangs on people / people intereaction and should really be compared with a MUD.
      I had some books in my youth for solo or two person play, these were fairly grim, and are the fair comparison with computer RPGs

  22. The problem with TOEE... by Lord_Slepnir · · Score: 4, Interesting
    The problem with Temple of Elemental Evil is that they have yet to release a patch to fix the 'boring'.

    seriously, though. It's a great engine. I love how you can either roll characters or do the good old point buy. What I dont' like is that the story line is terrible.

    On the other side of the coin in NWN. It's a dated game engine for sure, the mechanics are an edition ago, but on the other hand, the story line in the single player is absolutly awesome. The second expansion, Hordes of Underdark, is probally the best game experience that I've ever had in my life. The characters (Aribeth especially) were very well done. The main enemy, Mephostopheles, was actually scary. No angst-filled BS like a lot of other games. None of that 'he was a good person gone bad' crap. He was just plain evil.

    1. Re:The problem with TOEE... by Kimpak · · Score: 1

      I'll agree with you Slepnir on ToEE. The game's story could use a lot of work. I've played the original ToEE PnP module and it is one of the best ever written. The game really needs a real DM to be great. However the engine of the game is really good. Basicly you can do anything you can do in a reall PnP game, including 5 foot step and charge attack. Now if someone combines that with NWN.... -Kimpak

    2. Re:The problem with TOEE... by obeythefist · · Score: 1

      Actually I couldn't stand NWN because the rules implementation was godawful.

      I had a lot of p&p D&D characters at that stage, that I'd built from scratch. But the NWN was so limited and poorly implemented, I couldn't recreate my pen and paper characters using the system without installing 3rd party hacks and the DM editor. Not because I was breaking rules, but because NWN didn't implement the rules properly. What's worse is that the controls look and feel and handle much like a really half-assed attempt to port a console game.

      I'd much rather see work done with the TOEE engine than NWN's. I'm trying to play the game again, and although the plot looks interesting, the system is so bad I can barely make it.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
  23. P+P RPGs mechanics are designed to simplify things by Slashdot+Hivemind · · Score: 1

    Obviously, no one would want to handle the complexity of a swordfight in all it's glory, so RPGs simplify this-it is made clear that an attack roll represents an opportunity taken in a heated exchange of blows, that hitpoints represent luck and experience as much as the possible maximum damage taken etc. Players are then able to visualise the action
    The first problem is the stupidity of the hitpoint system at high levels-D+D originally only went up to level 6, where the abstraction worked. At level 20 it becomes a hindrance, as players survive lethal situations with ease. In part due to the success of hack and slash games like Diablo and unoriginal Japanese RPGs, designers now feel compelled to allow the player to reach godlike levels The second problem is that computers don't need abstraction-they can deal with complexity, and provide a limited level of visualisation. As such players lose the level of abstraction. This encourages powergaming, which makes balancing near impossible

  24. Watch me fuck up my break tags by Anonymous Coward · · Score: 0

    I=genius

  25. What about.. by simrook · · Score: 3, Insightful

    Baldur's Gate? This article confuses me on several levels.. First, it's operating within a microcosm of video games that are based off of AD&D - in particular just one. This isn't really that great of a study if it's just using one source. I'm taking an introductory statistic's course right now at my college, and my professor would fail me if I used only one souce. (He also mentions something called d20 in passing a few times but makes no arguments over it.) Second, what about Baldur's Gate? There are very few more successful game series then the Baldur's Gate line. The game is able to be played as a traditional RPG with pause's after each move, the storyline is diverse, and with BG2 onward you have different plots devlop based on your char's alignment, class, race, etc.. it's quite a wonderful and diverse game. Neverwinter Nights continues to expand it allowing user/gameplayer customization of the settings and rules. This customization of the rules of the game is also my third point with what's wrong with this "article". The author says that Pen and Paper games are much more flexiable and adaptable based on their player's needs.. well, if I am playing a game of NWN or BG or Ice Wind Dale, all I have to do is change the settings in my preference box to change the level of hardness of the monsters or the speed of the game, etc. It's not difficult, and just requires a few clicks of a button. So in conclusion, what happened to the Baldur's Gate line of games? I mean, come one... the games span three platforms, are wellknown amongst gamers, and have won more awards then I can count. Why didn't the author include BG and Black Isle analysis in his article? All this means is that this article is a bit of FOO and should be sent to /dev/null, or rather /dev/menzoberranzan. - Simrook.

    --
    'Truth' is linked in a circular relation with systems of power which produce and sustain it...
    1. Re:What about.. by FuzzyBad-Mofo · · Score: 1

      One aspect of what makes the Black Isle games "authentic" AD&D for me, is the alignment handling. If you have NPCs in your party with diametrically opposed alignments, they will argue and even fight each other.

      Also, your party's reputation will have an effect, and not just with encounters. Get too popular and any neutral or evil NPCs in the party start to whine. Get too evil and your good aligned companions will desert you. :)

  26. The main problem is... by Obscenity · · Score: 3, Informative

    It takes a lot of programming to make a game truly "open ended". Baulders Gate I and II did this quite well, although there is simply no match for the imagination of the human mind. There may be 'open ended quest' but today that only means that there are a few endings, that could perhaps change later events in your game. But for intigrating the rules, it seems simple, but when you add the rules to the open-endedness of pencil and paper games, it becomes that much harder.

    --
    OMG OMG OMG WTF OMG WTF BBQ STFU RTFM, OMFG OMG OMG OMG ROFL LMAO OMG WTF STFU ROFLMAO
  27. Knights of the Old Republic by tm2b · · Score: 4, Insightful

    Knights of the Old Republic used essentially the same rules as D&D, the d20 game, Star Wars Roleplaying Game. I've played the RPG, it works well as a table top game.

    I think that KotOR makes it pretty obvious that a great game *can* be based directly on a table-top RPG. But a crappy game is a crappy game, no matter what property they license to go under it.

    --
    "It is our blasphemy which has made us great, and will sustain us, and which the gods secretly admire in us." - Zelazny
    1. Re:Knights of the Old Republic by strider_starslayer · · Score: 1

      Yes/No; the author's comments focuse a lot on 'game balance', as well as storyline, and charecter interaction, and many of those issues are still present in KotOR;

      1-Game balance; A STRONG jedi equiping a light saber is better then virtually every other class/weapon combo in the game; this is fine because your main charecter inevitabally becomes a jedi; however a balanced game would allow some more choices, that also make for a good charecter (Also strength is core to lightsaber weilding in the game, which somehow seems wrong to me; but strength is used in all meele to hit, and dammage rolls, even when your using a paperweight lightsaber who's dammage should be a set value based on what it is rather then the strength of it's weilder)

      2- Storyline; Star wards D20, much like any pen and paper RPG is designed around a slowly gaining charecter, who will very slowly gain in power with a massive epic storyline outlining his/her rise to power- Unfortunately, spending 3/4 of the game on level 6 dose not appeal to many, so the experience for killing monsters goes way up, and your charecter reaches level 20 while working though a storyline which while containing several rather extreme scenarios, is not exactly long and epic... As well the storyline only follows two possible alignment pathes; whereas a real pen and paper game would have dozens of grey area nuances.

      3- Ultimately charecter interaction becomes a 'are your stats high enough' (If you have a high enough charisma you can get certain dialog options) and 'follow the dialog tree'- which can get really annoying at times (IE: the big bad guy is taunting you; if you had Chr:14 you could deliver a retort, which would be nice- but what you'd really like to do is shoot him in the face)

      --
      -Millions of Monkeys, Millions of typewriters, 6 hours of sorting through faeces encrusted pages to find: This post
  28. My biggest problem... by raehl · · Score: 4, Funny

    My biggest problem with porting pencil and paper games to video games was finding a pencil that would write on the screen. Then I realized that dry-erase markers worked really well, and as an added bonus it was much easier to change the stats on your character without leaving those nasty eraser smudges.

    1. Re:My biggest problem... by Barlo_Mung_42 · · Score: 1
  29. Neverwinter Night by wmacgyver · · Score: 0, Redundant

    Neverwinter Night, and the two follow up expansion packs did a wonderful job recreating d20 RPG on PCs.

    1. Re:Neverwinter Night by TempusMagus · · Score: 0

      Is a horrible system. I created a persistant world called Dor Maeglin and hundreds of hours were spent nerfing and adjusting the game for balanced play.

      --
      -_-
  30. The miracle here, folks... by raehl · · Score: 2, Funny

    Is that someone who played AD&D managed to procreate.

    1. Re:The miracle here, folks... by Anonymous Coward · · Score: 0

      Says the idiot geek with the "college-paintball" link. Does that come automatically with a White Power Bubba tshirt or something?

    2. Re:The miracle here, folks... by fucksl4shd0t · · Score: 1

      I've got three kids....

      Of course, I did stop playing AD&D and started chasing girls at a definite period of my life... (but not before getting stoned and playing Toon, you should try it sometime)

      --
      Like what I said? You might like my music
  31. d20? Sucks at 3.5 or any other revision. by Cheetahfeathers · · Score: 2, Insightful

    d20's a pretty sucky system, rules wise. Shadowrun and Whitewolf games have a nicer system, overall (though I don't like either game genre, personally). The various games jumping on the d20 bandwagon are just making their games sucky. Sucky but sellable.

    Give me a nice smooth, fast system that's as open ended in character design as Shadowrun any day over any d20 crap.

    I'm told 3.5 is a massive improvement over v3.0, but it's still not for me.

    As for RPGs in computer games, I've yet to see one. Arcanum was the closest to one I've seen. It was fun. It was also lightyears from being an RPG. We'll need truely imaginative AIs before we have that.

    1. Re:d20? Sucks at 3.5 or any other revision. by DAldredge · · Score: 0, Troll

      WTF is wrong with d20?

    2. Re:d20? Sucks at 3.5 or any other revision. by Brandybuck · · Score: 1

      The reason I don't use d20 is the legal trickery and moral hypocrisy behind it.

      It was and is perfectly legal to create adventures for the ADnD rules without having to ask permission. These are not derivative works unless you quote extensively from the rules. But TSR and WotC decided to legally bludgeon their fans instead. If you published an ADnD adventure on the web you got a threatening demand from TSR/WotC that convinced you to take it down.

      But a few fans told them to stick their intimidation where the sun don't shine. Their plan to dominate gaming was starting to crumble. So WotC came up with a brilliant strategy keep screwing their fans while looking like a liberating hero. They came up with a quasi-copyleft game license attached to a trademark. Everyone was still getting screwed but they were too busy saying "thank you" to notice.

      People think WotC is the FSF of gaming, when in fact no license WAS EVER needed to write adventures. The only thing the license is necessary for is using their trademark. You cannot copyright generic game mechanics!

      --
      Don't blame me, I didn't vote for either of them!
    3. Re:d20? Sucks at 3.5 or any other revision. by JabberWokky · · Score: 1
      White Wolf puts out many many genres with the StoryTeller system. There are a couple Sword and Sorcery genre systems. Vampire is the most simplistic and thus attracts newbies, giving the system a taint of cheese. The system itself and some of the games that run on it are quite good and it's very very flexible. Your party can do battle with a dragon on the ground, dropping explosives from their airship in the midst (Bygone Bestiary for western dragon, Changeling mass battle rules for airship).

      Die pools against a difficulty makes for a quick and easy way to make up a roll for any off-the-cuff goofy action like sticking a note to the bottom of a glass without the bartender noticing. Number of sucesses gives a metric for how impressively it was carried off, encouraging more than just "you did it" or "you didn't do it"; you can do things poorly or well, and that's how the story develops.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    4. Re:d20? Sucks at 3.5 or any other revision. by Anonymous Coward · · Score: 0

      The Storyteller system would truly, awesomely suck as a mechanic to port to a CRPG though. Though I'm sure it would have more angst-ridden references to bad music, pop culture, and androgynous bedwetting.

    5. Re:d20? Sucks at 3.5 or any other revision. by MSZ · · Score: 1

      A lot is wrong with d20, as soon as you try to use it for anything except [A]D&D style game - and it's promoted as universal system.

      The system itself, and when used for heroic fantasy game, isn't really that bad (I've seen much worse). I'd even say it's a big improvement over AD&D 2nd Ed, much simpler and more logical.

      I simply fail to see it's alleged greatness. Sure it's not bad for it's primary purpose, but great?

      --
      The moon is not fully subjugated. I demand a second assault wave preceded by a massive nuclear bombardment.
  32. I have to say by Aexia · · Score: 4, Insightful

    The article pretty much seems to ignore its premise.

    The fact that TOEE is bug-ridden doesn't say *anything* about the suitability of adapting Pen N Paper RPGs to the computer. It just means there were sloppy programmers.

  33. Online Character by __aanonl8035 · · Score: 1

    I went about trying to write an online character generator a couple years ago.

    Character Generator

    The new 3E rules are much much better at converting to a sane mathmatical formula. Instead of having lots and lots of charts with varying numbers, a lot of things have been reduced to a linear function. (an example would be the +1 bonus for every two points above 10 in ability scores) But it is still far from perfect, but perhaps that is part of the magic. Instead of reducing everything down to some simple formula, you have to correspond or heaven forbid, make something up.

  34. I guess you know something the developers don't by stupkid · · Score: 4, Informative

    According to this Link

    There will be a new patch coming out in the next couple of weeks. Since Steve Moret is only the lead developer for ToEE I guess you would know better.

    1. Re:I guess you know something the developers don't by myowntrueself · · Score: 1

      I'd say that the all destroying Leviathan that is Atari Q&A will be the final authority.

      Its been a 'few weeks away' for many months now.

      --
      In the free world the media isn't government run; the government is media run.
  35. A partial critique by RML · · Score: 2, Interesting

    This article seems poorly thought out, fails to address the topic with many points, and is generally confused. Let's take a few examples...

    Problems: Distributed Database vs. Brain
    I'd be more impressed with this if I knew what the author thinks distributed databases have to do with computer games. And "systemic pliability for quick changes and alterations to code blocks"? What does that mean?

    The Adventure
    There's already nine starting stories, which is eight more than most games. How will you make the quest depend on class when the party can have up to five people of any combination of classes?

    Solution: Standards Compliance
    The problem with this list is, as far as I can tell, D20 already has all this. Though I may be wrong, since the article is hardly clear.

    I could go on but I can feel my IQ decreasing with every paragraph I read, so I'll stop here...

    --
    Human/Ranger/Zangband
  36. I don't know what you're talking about. by jcsehak · · Score: 1

    That, and he has an affinity for twenty-five cent words, when a nickle word will do.

    I thought it was a perfectly cromulent article.

    --

    c-hack.com |
  37. God, are we ever nerds... by softspokenrevolution · · Score: 4, Insightful

    All I got from this article was that the guy wasn't happy about the d20 system, he really didn't seem to be all that coherent, which he warns us of this ("this is no review of TOEE, although it could be"), it apparently could also be a rambling condemnation of WotC, or a big circle jerk about how great J.R.R. Tolkien was.

    As people pointed out in the thread below, a computer is more than capable of performing the functions that the d20 system has laid out. I for one have never found it difficult to comprehend, as everything is simply a plus or minus on a random interger 1-20. Correct me if I'm wrong, but it really isn't that tough (compared to say, creating some good content) to establish these scripts and commands?

    I mean really, for now all we're going to get is a fairly modular design, but the rules are not the problem, shit games with tons of bugs are the problem. Who wrote this article, why are they qualified to make these statements, why is it on /. aside from the usual comments about the editors?

    1. Re:God, are we ever nerds... by Anonymous Coward · · Score: 0

      I would also have to note that the article mentions how he is crafting the perfect portable system for P&P and C RPGs. This tends to make me take his criticisms with a grain of salt.

    2. Re:God, are we ever nerds... by Alkaiser · · Score: 1

      I honestly don't have any idea how this is newsworthy. I think, his theories and hundreds of words on why CRPGs don't work with d20 rules can be summed up in 4 letters.

      WotC.

      Dunno why he didn't just do that.

      --
      Netjak.com independent reviews of domestic & import video ga
    3. Re:God, are we ever nerds... by obeythefist · · Score: 1

      Exactly. Where are my mod points?

      D20 is without a doubt the finest RPG system to date. It's not the most complex, it's not necessarily the best for some applications, true.

      But it's better than every D&D before it (have a look at the sales figures if you don't believe me). Games like L5R, Call of Cthulu and Star Wars abandoned their existing systems and ported to D20. When the competition can't beat them, it joins them. And the popularity for the converted systems couldn't be better (perhaps L5R is excepted, there are some who still play the old rules).

      It's published under an Open license. Publishers can use elements of the core rules to make their own complete systems, and publish them, or add onto existing rules. Anything they like. WoTC encourages people to use their system and share it around.

      WoTC only makes money out of D20 because they happen to produce the best material, and people buy it because the want to own the books. Every page in the core rulebooks has a colour plate.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
    4. Re:God, are we ever nerds... by Anonymous Coward · · Score: 0

      L5r and CoC did not abandon their core systems. 6th Ed CoC was just released as well as Cthulhu Dark Ages, both using BRP, Chaosium's house system. d20 Coc was a one shot deal.

      Alderac still puts out L5R books, but they are dual statted.

      Star Wars being d20 is a licensing issue. WEG, the former publisher of Star Wars RPG, simply could not afford the license anymore. WOTC had the cash to get it.

      Also, don't confuse quality of material and sales figures. D&D has brand recognition and a very loyal fanbase. That alone can account for their sales figures.

  38. Best quote by andfarm · · Score: 4, Funny

    From the comments: "I've seen d&d accused of being satanist for years, but I've never seen an actual personal perspective on d&d from the Devil." (link)

    --

    TANSTAAFI: There Ain't No Such Thing As A Free iPod.

  39. D&D = rules minus plot by Magickcat · · Score: 1, Flamebait

    I think it's a shame that D&D became synonymous with rules instead of plot. To me, D&D is a generally a recipe for a cliched game. The alignment system sucks and the classes are just plain dull. AD&D became a big complicated bore. In fact, I think it became so complicated just so it could sell those dull overpriced manuals with their generic rock album artwork throught them. Instead of an interesting game it boils down to healing potions, XP and levels. The PC versions like Baldurs Gate have much of the game picking up gold and arranging inventory - a trite mundane for a child of Baal.

    --

    Si tacuisses philosophus mansisses. If you had kept quiet, you would have remained a philosopher.

    1. Re:D&D = rules minus plot by Cheetahfeathers · · Score: 1

      This is one reason that d20 sucks. Yes, a good storyteller can take those rules system and still run a great game (usually by changing them around a lot), but a better rules system, 'lacking' such things as alignment, classes, hundreds of charts, etc., can more easily be used to make a fun game. Of course the opposite is true, given a not good group. ;P

    2. Re:D&D = rules minus plot by FlyingOrca · · Score: 1

      The good storyteller is, indeed, key. I'm lucky enough to play in a weekly game run by Steven Erikson (fantasy author), and it rocks. Been playing for years.

      We use GURPS, which is more open-ended than AD mostly, though, the imaginations of the GM and the players are what make or break a game. Hell, we sometimes play through an entire evening without rolling dice.

      Cheers!

      --
      Corruptissima re publica plurimae leges.
    3. Re:D&D = rules minus plot by Anonymous Coward · · Score: 0

      "Storyteller"? Methinks you're a bit biased against games that don't come from White Wolf or one of their disciples. Of course "D&D" sucks... it's built into the culture of people who were rebelling from the evils of TSR/WOC and their empire of doom.

    4. Re:D&D = rules minus plot by Cylix · · Score: 1

      Indeed,

      GURPS can mimic any style of play you want and was always my choice.

      The only problem was trying to get people to sit down and learn the system. The D&D series line offers a fairly simple structure, but it doesn't accommodate advanced tactics. (Yes, I know its improved...)

      I still have several books sitting on the shelf, but I really don't play anymore.

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
  40. Well you need this for computer games by Sycraft-fu · · Score: 2, Insightful

    I mean ya, a pen and paper game can actually be played without the pen or paper if you want. My friends and I did, for the most part. All we used was charater sheets. This was mainly a process for organizing your thoughts. The player had to put thought into what kind of character they wished to play, and the GM (we weren't playing D&D) got an idea of what that character was and could formulate a story around them. Then we basically told an interactive story. The sheets were also useful if you wanted to pick up later (it's hard to remember what the fuck you were doing a month ago).

    Not the case with computers. They are as of yet not nearly advanced enough to engage in that sort of thing. So you need a set of rules for them to adhere to. For combat they can't deal with telling a story about it, they need to crunch numbers to determine a winner.

    D&D is good for that. It provides a robust, and very tested system. It's not the easiest thing in the world to come up with a good system for a game. This provides a ready made (and good) one to use. Now some games expose perhaps too much of it to the gamers, but some of us find that fun. I really like BG2, despite it being really complecated.

    D&D also has a very large and developed universe to draw on. Again, good stories aren't the easiest thing to come up with, espically from scratch. The D&D universe gives you a rich background with many story frameworks from which to start, and write your specific adventure.

    Not saying that all games should be D&D or even D20, but I don't think it's bad that many are. I mean BG2 stands as my all time favourite computer role playing game. I'm not sure it would have been as good had they not used a rich preexisting universe like D&D.

  41. Actually... by SkOink · · Score: 5, Informative

    If any of you are scratching your heads, trying to figure out where this text is from, it's from Summoner Geeks.
    Figured I'd could save someone the trouble I just went through trying to figure it out...


    The sketch in question was originally done by a comedy group called the Dead Alewives, an improv troup based out of Milwaukee whose webpage now seems to be defunct. The Summoner Geeks clip as linked above was actually a hidden feature in the computer/PS2 game Summoner, which could be accessed by pressing ESC (X) during the credits. The original Dead Alewives version had a very amusing intro, which was cut in the Summoner Geeks flick.

    The audio is, however, preserved in its entirety in a flash animation called 8bitDandD.

    --
    ---- I'll take you in a Hunt deathmatch any day.
    1. Re:Actually... by sumdumass · · Score: 1

      that 8bitDandD link is the greatest.

    2. Re:Actually... by PurplePhase · · Score: 1

      It is also preserved in the Doctor Demento 20th(?) anniversary collection :) The second half isn't in that particular collection though.

      The Dead Alewives were very funny, but I can believe their page is defunct - after half the guys went to Hollywood to work on the Scud movie it sounded like the DA didn't have the same power anymore. Scud's site (http://www.scud.com/) seems to still be going.

      8-PP

  42. D20 License != Online Game Usage by Anonymous Coward · · Score: 0

    As per the D20 System Trademark Guide as provided by Wizards of the Coast, it states (page 11):

    'No Covered Product may be an 'Interactive Game' as defined in this Guide.'

    The d20 System Guide's prohibition against Interactive Games applies to any online games, including MUDs (provided the MUD meets the definition of an Interactive Game as defined by the License).

  43. Gary Gygax's health... by EvilXenu · · Score: 2, Informative

    On a somewhat related note, I just read on EN World that Gary Gygax recently suffered a mild stroke. Man, hearing news like this makes me feel old.

  44. Cue the link: by Maul · · Score: 1
    --

    "You spoony bard!" -Tellah

  45. Dont blame the engine when the AI is bad by all_other_nicks_take · · Score: 1

    Of cource theres baulders gate Dark Alliance 2, which is based off dnd 3.0 and runs fine. Not to mention the majority of the problems mentioned in the article refer to AI problems, rather than problems porting d20 rules. In all reality, Diablo 2, which is arguably one of the more succesful rpgs of all time, uses a d20esk system in its calculations.

  46. D20? Stupid. by SharpFang · · Score: 4, Informative

    D20 was thought as simplification to limit amount of calculations performed by players at cost of adequacy of simulating the world. So, you lose part of the reality by using very simplified system, then lose a lot more by limiting the player to what the authors had thought of and disabling all what the player could think of, but authors didn't implement. (classic problem of "you can't do that!. Why? Because you can't." In paper RPG you can try to climb a wall, dig through it with a pickaxe, throw a rope over it, stack items to climb them etc. In computer RPG you can only curse because it's the wall of the map and there's nothing beyond.).

    I'd take Morrowind as the best example of modern system for computers.
    Take a fight. You press mouse button, by holding it longer you increase strength of hit a bit. But then there's calculation of fact of hit: Agility, speed, unarmoured, distance, fatigue, load and luck of the enemy vs your attack, weapon skill, agility, height comparing to enemy, fatigue, load, damage of weapon and luck.
    Then point of hit: Where you aimed your aiming cross, your skill, fatigue, luck.
    Then HP taken: Point of attack, armour on that point, corresponding armour skill of the enemy, damage of the armour, endurance, fatigue, HP, luck, your strength, weapon hit ratio, damage of weapon, your fatigue, your luck.
    And possibly quite a few I forgot.
    3 hits with a dagger in one second, not a problem for a computer to calculate that. Think of a player performing such calculation "manually" at each attack.
    Porting paper systems straight to computers is plain dumb.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    1. Re:D20? Stupid. by davew2040 · · Score: 1

      I hate to be the one to point out this glaring issue, but in Morrowind, holding the mouse button longer accomplishes NOTHING except making your finger tired.

      Phew, I hope you're happy. I really wore my fingers out with this one.

    2. Re:D20? Stupid. by Zeriel · · Score: 1

      You need to be using better weapons. Holding the mouse button down for ~5sec before you hit can get one-hit kills on just about any normal adversary, assuming you're using a mid-range weapon (base damage in the ~20-30ish range) and can actually hit something with your skill level.

      --
      "America has done some terrible things. But I know that Americans don't cheer when innocents die." -Dave Barry
    3. Re:D20? Stupid. by SharpFang · · Score: 1

      That's what some think. The bonus is there, though it's not big and with many weapons (especially daggers) it pays more to jab thrice quickly than to hold the button and hit once. The bonus is most visible with bows. You can spit an arrow with a short click, hardly damaging the enemy or hold the button till the bow is readied and you deliver pretty strong damage. The amount of time is same for all weapons - about 1s, so holding the button till your finger hurts achieves nothing, 1s or slightly more is the max. You can watch your character in 3pp, as it takes a swing to find the right timing.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  47. Will getting closer make games more fun? by re-Verse · · Score: 4, Interesting

    I have have a couple of thoughts on this:

    1. First of all, there are a couple things about the D&D ruleset that trouble me - example: last time I played, there was nothing about size of an enemy effecting chance to hit. Throwing a knife at an enemy 12 feet side should be notably more likely to hit than an enemy 4 inches wide. Unfortunately, its not... according to D&D rules. I think games should concentrate more on Logical game rules incorporating whatever rulesets seem fit that also support a logical view of a gaming universe. There is no reason to religiously attach ourselves to a ruleset that may be imperfect, just as ancient astronomers tried to attach themselves to a view of the universe that rotated around the earth. Imperfect concepts Must be improved upon. Its evolution.

    2.In D&D, a DungeonMaster had at least a little room to embellish. A newbie who isn't a jerk and isn't incredibly stupid probably won't be instantly killed if a good DM is hosting the game. Their gameplay will lead them further in to the game, teaching them and immersing them in the action, like how a teacher of Go will open a students eyes through a game on the board. Computers aren't there yet, even Neverwinter Nights, which was supposed to send pen&paper to obscelence, somehow missed. There is an empathetic human nature with proper D&D that hasn't been replicated with video games yet - and it may still take a while to happen.

    The K5 article makes a good point about people being able to exploit a game, but can't exploit a DM for too long. I'm not sure if a game could ever become smart enough to sense when its rulesets are being tampered with and then adjust accordingly... but if it could, it would be a massive step forward out of the cookie-cutter solutions we find in so many games today.

    1. Re:Will getting closer make games more fun? by limpdawg · · Score: 1

      1. This is taken into account. There are size modifiers to armor class. If you're bigger you're easier to hit and if you're smaller you're harder to hit. I'm not sure if there are size modifiers in 2E AD&D, but it wouldn't be hard to add them.

      2. The rest of this I agree with. A CRPG with something resembling intelligence would be amazing.

      --

      Nascantur in Admiratione. (Let them be born in Wonder)

    2. Re:Will getting closer make games more fun? by Cheetahfeathers · · Score: 1

      1. This is something very different. It flat out makes it harder to get killed. This is immensely different than making it harder to get killed _unless they do something stupid_. It makes things more boring, in the end, as the characters are more assured survival, no matter what. A computer can't determine if an action is stupid or not, so can't do this properly.

      2. Yes, and IMO, it can't be a RPG without it. It's light years apart from a real RPG.

    3. Re:Will getting closer make games more fun? by sugar+and+acid · · Score: 2, Insightful

      A computer game can never account for a truly open game play of a human. The freedom to do anything, bith but dumb and stupid, but more importantly ingenious without running along the usual rails of a computer game set out by the game developer a year ago is the compeling aspect of game play for a human DM.

    4. Re:Will getting closer make games more fun? by shut_up_man · · Score: 2, Insightful

      Absolutely. What ends up happening in a pen and paper game is never quite what the GM plans, or what the players want. Plus, there's always that one critical fumble out there that will totally mess up the storyline, leaving the GM in stitches and the main hero in pieces...

    5. Re:Will getting closer make games more fun? by Anonymous Coward · · Score: 0

      I would disagree with the assertion that realism makes games more fun. If you're willing to pretend to be a half-elf ranger with a stick of eye poking +2, would it really make it much more fun to have to roll an 13 to hit a a giant of stompyness and a 15 to hit a rat of bityness?

    6. Re:Will getting closer make games more fun? by ikoL · · Score: 2, Interesting

      A minor point but size does figure in to your AC (unless one of the more recent rev's has bolloxed it all up) I'm not fully sure of where it states it (I don't really have time to be doing too much research, esp since I've not dealth w/ AD&D in a looooooong time)
      pg 99 2nd Ed DMG does however mention size as having a major factor in ranged combat into a melee (not that anyone used this pain in the butt rule). And I know somewhere there's mention of a bonus/penalty to AC for some size differences...

      Also, there's the simple element of, most really small things have a stupid low AC for the simple reason they're hard to hit (though they are rarely well armored) Whereas large things with low ACs are just hard to hurt (though easy to hit...but wailing on a dragon's toe isn't gonna do much now is it?)

      A few pages later it also states that there is also an initiative bonus/penalty based on size also.

      Overall, AD&D did make use of size, it's just that the rules themselves (like many AD&D rules) tended to be a bit obscure and more trouble than they were worth. Plus people often forget that AC was a combined "How hard to Hit" with "How hard to Hurt". It's one of those elements that shows how abstract and in need of a human storyteller most AD&D really is ...oh goddess I'm a dork...

      -ikoL

    7. Re:Will getting closer make games more fun? by strider_starslayer · · Score: 1

      That was part of the writer's point; in real life, a D&D GM can fudge rules to make it make a bit more sence. However in the game, the rules are the rules- and the 40 meter long dragon that's been chained to the ground is every bit as difficult to hit as the 2cm^2 will-o-the-wisp (counting that they both have DEX 20)

      Perhaps a good first step to making more 'fun' CRPGS (taking fun to mean; you actually 'fall into' your role) would be to either build them more like morrowind (I loved that game!), or to use a more sensible system like GURPS (Which incidently bethsheda softworks said was a major influence on there developing engine for daggerfall, morrowinds predicesor)

      --
      -Millions of Monkeys, Millions of typewriters, 6 hours of sorting through faeces encrusted pages to find: This post
    8. Re:Will getting closer make games more fun? by MPolo · · Score: 1

      A computer game can never account for a truly open game play of a human.

      Agreed, although Nethack makes a valiant attempt at it. The various interactions between the "rubber chickens" and reading scrolls in various states, and, and, and... make you often cry out, "The DevTeam thought of everything!" Of course, Nethack has thrown in everything, including the kitchen sink, so it's not for everyone, but for many, it is THE computer role-playing game.

    9. Re:Will getting closer make games more fun? by fucksl4shd0t · · Score: 2, Informative

      1. First of all, there are a couple things about the D&D ruleset that trouble me - example: last time I played, there was nothing about size of an enemy effecting chance to hit. Throwing a knife at an enemy 12 feet side should be notably more likely to hit than an enemy 4 inches wide. Unfortunately, its not... according to D&D rules.

      Aha, I see, we have a perfectly lacking understanding of AC. It's like this. AC doesn't mean the probability you will hit someone. It's the probability your hit will do damage. So your guy who's 12 feet wide with a really low armor class is probably stone-skinned, so you can hit him all day long, but your hits don't do any damage. Mass misinterpretation of the intentionally vague concepts of Armor Class have brought us to the point where people think it's "hit or miss". Nope. It's "hurt or not". The DM I used to play with would translate the dice for us if we were too unimaginative to do so ourselves, but it didn't take long for a newbie to get the hang of it once you see it really working.

      "What AC did you hit?"

      "Crap, -1. Did I hurt him?"

      "Nope, your sword bounced off his leathery knee, but at least you touched him this time."

      Next round.

      "What AC did you hit?"

      "-1 again. Did I hurt him?"

      "Nope, the dragon moved his wing right when you swung, so it was a clean miss."

      2.In D&D, a DungeonMaster had at least a little room to embellish. A newbie who isn't a jerk and isn't incredibly stupid probably won't be instantly killed if a good DM is hosting the game. Their gameplay will lead them further in to the game, teaching them and immersing them in the action, like how a teacher of Go will open a students eyes through a game on the board. Computers aren't there yet, even Neverwinter Nights, which was supposed to send pen&paper to obscelence, somehow missed.

      Computers *can* do it now, they just haven't. I think the main problem is that the Ultima line didn't progress much more. Ultima IV and V were strongly moving towards real role-playing, and I figure we should have it now, but sadly the game companies don't seem to have continued in that direction, including Origin. :( If I only had the time....

      --
      Like what I said? You might like my music
    10. Re:Will getting closer make games more fun? by PortHaven · · Score: 1

      Responses to posts:

      "example: last time I played, there was nothing about size of an enemy effecting chance to hit."
      (actually there is...go re-read the rules...it's been there for a while. But it's all factored in. everything is relative to medium class)

    11. Re:Will getting closer make games more fun? by kavi_3 · · Score: 1

      As to your first point, 3e D&D does take size into account for hitting people.

      --
      "Attention Citizens, 2+2 now equals 3.947547175. Please recalibrate your equipment now" --The Computer
    12. Re:Will getting closer make games more fun? by Anonymous Coward · · Score: 0

      Nothing will ever come close to the intense joy a GM feels when they throw up a force field around an particularly annoying newby and drop a balrog into it. You just dont see that in computer games.

    13. Re:Will getting closer make games more fun? by Kimpak · · Score: 1

      Size was taken into account in all editions of DnD. A creature is easier to hit (touch attack) if its bigger, but also figured into armor class is the creatures physical armor (natural or worn). Big huge things tend to have a thick hide, so true, you can hit 'em with the daggar quite easilly but it would bounce harmlessly off the big 'uns armor unless you rolled a good solid hit.

    14. Re:Will getting closer make games more fun? by obeythefist · · Score: 1

      Ugh, nobody in this thread seems to have looked at any D&D rules since before 1999. When 3rd ed came out, everything changed significantly and for the better.

      Okay.

      The CORE rules for D&D apply an armour class difference for each size category difference between attacker and defender. This is applied directly to the armour class of the defender as a penalty or bonus. To counteract this, smaller creatures also have an attack bonus, and larger creatures have an attack penalty. How does it work?

      Two humans fighting each other makes no difference, because "medium" critters have no modification to hit or be hit.

      A human fighting a gnome has to deal with the +1 bonus to the gnomes AC.

      The gnome has a +1 to attack because he's small, which means it's easier to hit the human.

      A gnome fighting a goblin gets no penalty or benefit, because his bonus to hit of +1 is counteracted by the +1 ac bonus enjoyed by the goblin.

      Large creatures like ogres have a minus to hit because of size, and a minus to AC because they're big targets. But two ogres fighting each other would again balance out. A gnome would find it much easier to hit an ogre, though, and the ogre would find it much harder to hit the smaller gnome.

      As for damage, the 3.5 DMG includes rules for variable massive damage. If a single source of damage is dealt to a susceptible creature (unlike things like undead and plants and weird monsters like gelatinous cubes), depending on the size of the creature (40 points for gnomes, 50 for humans, and 60 for ogres for example), the creature makes a save (based on constitution of course) or dies from the severity of the wound. Pretty straightforward and quite representative. So you can stab anyone in the heart and they'll die. That facilitates both a good combat system and it fits in with roleplaying nicely.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
  48. Oh My God! What Have I Done? by exp(pi*sqrt(163)) · · Score: 1, Funny

    I switched to K5 ages ago because I thought it was less geeky than /.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  49. Seriously though... by Anonymous Coward · · Score: 1, Interesting

    ...I've got something I've mentioned in feedback to the "big three" PC-game magazines (Computer Gaming World, PC Gamer, Computer Games) - there are others, but these three seem to be the only ones which focus solely on PC games. The question I've posed to them is essentially a "RPGs for Dummies". I never played D&D when I was younger, and I play a lot of games but most of them are FPS and strategy games. I do however, own a ton of other games, including a lot of RPGs, which I've never played (which I guess would classify me as a collector). I purchase the ones I keep as a collector based on reviews and feedback from people I know - so that puts me in the range of 700 games (according to my electric inventory). Anyway, the RPGs have never really made sense to me but I've never seen a good explanation regarding their actual, underlying philosophy and play.

  50. Unintended player behavior by Old+Man+Kensey · · Score: 4, Funny
    In engineering there's the maxim "build an idiot-proof device, and nature will build a better idiot." In RPGs there seems to be a parallel: build a better locked room, and someone will cast a better portal spell:

    http://groups.google.com/groups?selm=35eaccc3.6520 1896%40news.earthlink.net

    --
    -- Old Man Kensey
    1. Re:Unintended player behavior by Mycroft_VIII · · Score: 1

      And another one "If you give it stats, the pc's will kill it" from the 2nd ed Dieties and Demigods IIRC
      Point the pc's at what you want them to do and sure enough they'll go off at right angles to it.

      Mycroft (and I've still most of the B2 that came with my D&D (no A!) boxed set)

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    2. Re:Unintended player behavior by Feanturi · · Score: 4, Funny

      That reminds me of a time our DM had us prepped for a really 'heavy' campaign one night, he had hyped up how incredibly hard it was going to be. He had characters too, that had various things, and one of them gave me a wish somehow (don't remember, wand scroll whatever) to take along in case we needed it bad. He wasn't playing any characters that night. So I burned the wish right near the beginning *grin*, when we ran into his big uber-puzzle that we were supposed to be incredibly frustrated with for a long time.

      As we hemmed and hawed on what to try, I muttered, "I wish I could figure this thing out.."

      The DM responded, "Well, you guys will have to figure it out, I told you this was going to be hard."

      I clarified: "No, I said I WISH I could figure this thing out!"

      The look on his face was priceless. "You fucking bastard!" He'd apparently forgotten about giving me the wish earlier, from one of his characters.
      He let it work (I think it was even a God Wish), he had to. :)

    3. Re:Unintended player behavior by Frogbert · · Score: 3, Funny

      I once had DM make a seriously long quest to retrive a new mirror for a town's lighthouse before a ship was due in. We had three days to complete the quest so I wispered to my comrades a daring plan that would involve much drinking and doing not a lot at all. After three days of drinking and resting in the local tavern (and the local lockup due to an impromptue brawl) I walked up to the lighthouse, put my hand on its wall and cast glow.

      The DM was so annoyed by then he had the towns people chase us out of town pitchforks and all due to the fact they now couldn't sleep... pfft ungrateful fools.

    4. Re:Unintended player behavior by AndroidCat · · Score: 1

      Locked room? Hmm, according to the map, this wall is ten feet thick, and the exit is on the other side. Stone to Flesh! Start cutting boys...

      --
      One line blog. I hear that they're called Twitters now.
    5. Re:Unintended player behavior by barawn · · Score: 3, Funny

      I clarified: "No, I said I WISH I could figure this thing out!"

      The look on his face was priceless. "You fucking bastard!" He'd apparently forgotten about giving me the wish earlier, from one of his characters.


      Unclever GM. The classic response there is, of course, "OK. You are now capable of figuring this thing out." To be nice, give them a bonus to intelligence or something. Heh.

      Or, of course, the classic response...here. (Check the two previous for better examples).

    6. Re:Unintended player behavior by caseydk · · Score: 1



      Hehe... I learned one DM so well that when we came up to a hallway where we could only go left or right, I knew that the goal was right on the other side of the wall.

      Add one Stone to Mud and let's go!

      We managed to dodge numerous hours of trouble and potential death.

    7. Re:Unintended player behavior by AndroidCat · · Score: 1

      There was once when our Top Secret RCMP agents were fighting it out with foreign agents in the suburbs of Ottawa. We subdued them, but the police were about to arrive. (A few hand-grenades had been used.) As the other players wondered what to do, I loudly stated that we arrest them. ".. .. .. oh yeah." (After that, we were always sent on missions outside of Canada. ;)

      --
      One line blog. I hear that they're called Twitters now.
    8. Re:Unintended player behavior by Frizzle+Fry · · Score: 1
      If you give it stats, the pc's will kill it

      Better stated as: If it bleeds, we can kill it.
      --
      I'd rather be lucky than good.
    9. Re:Unintended player behavior by Anonymous Coward · · Score: 0

      One game had us breaking off the dungeon to get a 20-ton mithril door out of the dungeon.

      The DM was a bit miffed...

  51. Not a gamer? by Anonymous Coward · · Score: 0

    Then you've just been playing the wrong games.

  52. melee by Anonymous Coward · · Score: 1, Insightful

    Advanced D&D added melee rounds and even segments. None of this was in D&D. That and all the goofy multi-class characters were the big differences I could see.

    Earlier D&D used the distance-weapon type rules for melee, which I guess didn't work as well.

  53. D&D wasn't based primarily on Tolkien's work by lsw · · Score: 5, Informative


    The article states that the main base for D&D wasn't Tolkien, but actually was Jack Vance's Tales of the Dying Earth.
    If you read the novels it now looks like someone wrote that book with the D&D player's guide in front of him. All the funny magic items and weird magic system comes from there. While everyone agrees that Tolkien (and his Inklings group of which CS Lewis was also a member) had a great influence on fantasy, in this case it was Vance's fault :-).

    PS the article also fails to give credit to Dave Arneson (hope got the name right) as a co-creator.

    be seeing you

    --
    Ironclad Security only exists when you have Chuck Norris on the shift. Do we really have to discuss this? (Plutonite)
  54. wow dude by Anonymous Coward · · Score: 0

    you just got modded up Funny for re-posting someone else's funny comment that got modded up.

  55. I'd disagree by rsilvergun · · Score: 4, Insightful

    The problem with D&D rules is they're set up for long term (years and years) campaigns, not 30-40 hr games. So you're characters get just a few skill points and new abilities per level; so few in fact that it's a waste to spend them on anything other than what the game intended for that character. This makes leveling up a linear and dull event, better handled by just clicking 'automatic level up'.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    1. Re:I'd disagree by geekoid · · Score: 5, Insightful

      not true anymore.

      They designed the system so that you quickly get to about 8th level, and in 40 hours, you could get to 20th, reasonably.
      However, level pails compared to a good, challenging, and exciting adventure.

      Hell, if you played for 40 hour, only gained 3 levels, but had a kickass time playing, wouldn't that be alright?
      The goal of the game should nopt be to make the character as high level as possible.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:I'd disagree by cei · · Score: 3, Interesting

      The original Wizardry from Sir-Tech software had a great spell system, if I recall correctly. And I seem to remember Ultima IV also using a component based system. In both of these cases you really did customize the strengths and weaknesses of your characters. Building a balanced party was key. The little bit I've played Baulder's Gate and Neverwinter Nights doesn't really get me back to that same sense of putting my own spin on the adventure unfolding before me.

      --
      This sig intentionally left justified.
    3. Re:I'd disagree by rsilvergun · · Score: 4, Insightful

      Yeah, but if all I wanted was adventure, I'd play the old Sierra Quest games. I'd like some gameplay with my adveture, perferably of the min/max kind. I like fiddling with stats and trying out new spells and abilities. If I'm role playing a character, I want to feel like my decisions matter, or at least like I have decisions.

      What follows is my Kotor rant:

      Kotor's problem is it's so damn linear. Yeah, I can be dark side/light side, but when the choices boil down to stuff like, "kill this innocent person in cold blood, or don't", that's hardly a choice. You know exactly which path you're taking. I was hoping for better writing from Bioware. I know they're capable of it (see Baldur's Gate). Come on, why don't my light side companions abandon me when I do evil? Why don't I pick up dark side companions? Why aren't my light side/dark side choices (at least the inital ones) more grey area? Well, the answer's probably that Bioware needed to get the game out the door, and didn't have time for all of that. Either that, or they wanted to dumb things down to improve the game's mass appeal. What would have been cool is a slow, steady decent into darkness that's genuinely hard to avoid and that traps you once you're in.

      --
      Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    4. Re:I'd disagree by abandonment · · Score: 2, Insightful

      i agree completely. deus ex 2 is very similar. the choices are hardly choices...they are so blatant that it's somewhat annoying.

      we're trying to portray a similar 'light/dark' portrayal in our project, it's very complicated to get much beyond the cursory decisions thought. takes a very conscious effort in the script writing...

      story-based games take incredible amounts of content to create as it is, let alone with potentially thousands of 'grey' choices, all of which must be scripted, animated, have voice-overs recorded for, and integrated into the game (via scripting or however)...

      the sheer amount of work involved is daunting with ANY budget ;}

    5. Re:I'd disagree by Anonymous Coward · · Score: 0

      Why don't I pick up dark side companions?

      You do... remember the guy with the machine gun and the robot for example?

    6. Re:I'd disagree by fucksl4shd0t · · Score: 4, Informative

      Ultima IV balanced party

      What?! Ultima IV allowed you 8 party members including yourself, one for each virtue, and there were only (gasp!) 8 possible characters to pick up for your party. Better yet, they were one for each class, and the character for *your* class always made some excuse for not joining you. Heh. Balanced party indeed. Ultima V definitely improved the idea, though.

      Nice thing about Ultima IV in this thread, though, was that while there wasn't a way to descend into darkness and still 'win the game' (i.e. no victory conditions available unless you chose the path of the avatar), the decisions (when they were there) were very much grey area decisions.

      --
      Like what I said? You might like my music
    7. Re:I'd disagree by Gildor · · Score: 2, Funny

      > Hell, if you played for 40 hour, only gained 3 levels, but had a kickass time playing, wouldn't that be alright? The goal of the game should nopt be to make the character as high level > as possible.

      I'm a munchkin, you insensitive clod!

    8. Re:I'd disagree by Anonymous Coward · · Score: 0

      Yeah, but compared to BG/BG2, where you could have an entire party of 6 good characters, or 6 bad characters, and still have to leave similarly aligned NPCs behind, it is pretty weak.

    9. Re:I'd disagree by Anonymous Coward · · Score: 0

      Since it was also an XBOX release, and many people do say it's more of a "console" style game, then you're right. It was dumbed down for the console mass market.

    10. Re:I'd disagree by Anonymous Coward · · Score: 0

      But each of the characters that's in your party has their own reasons for being there, and we know that the dark side clouds people's judgment (so they don't always know that they're with someone on that path). Take Zaandar the Wookie. He's with you because of a life debt, not because you're good or bad. HK-47? An android that doesn't really care what his meatbag owner is doing. I could go on, but the only one who really has a reason to leave is Carth, and he does if you go far enough.

    11. Re:I'd disagree by cei · · Score: 1

      I thought Ultima IV only let you keep 6 in your party at a time, so you had to lose 2 virtue characters at some point, or at least figure out which ones you wanted with you. Could be wrong, but that's how I remember it...

      --
      This sig intentionally left justified.
    12. Re:I'd disagree by Harlockjds · · Score: 1

      that was Ultima 5 (which also could perm kill party members if you made a mistake). Ult 4 only had 8 people who could joing the party and 7 slots other than yourself.

    13. Re:I'd disagree by happyfrogcow · · Score: 1

      Baldurs Gate 1 was nice, but where the series really shined was in BG2 and Thone of Bhaal, in my opinion. BG2 especially. You could play the game numerous times through, trying various combinations of your character and party and see new things each time. Your choice did have consequences later on. While it's definately written to be a Good vs. Evil, there is plenty of room for it to be Evil vs. Evil. try BG2 if you havn't.

    14. Re:I'd disagree by prescot6 · · Score: 1

      The goal of the game should nopt be to make the character as high level as possible.

      I completely agree with this comment. However, I find that in most games you can't get through the adventure without achieving a higher level. There's not really a good solution, though. There are some people that want to play the game for a really long time, and they would certainly be unhappy if their adventure was completed so quickly.

    15. Re:I'd disagree by stonecypher · · Score: 1

      If you can get to 20th level in 8 hours, your dungeon master is running a fantastically out of control Monty Haul game.

      --
      StoneCypher is Full of BS
    16. Re:I'd disagree by Syberghost · · Score: 4, Insightful

      If I'm role playing a character, I want to feel like my decisions matter, or at least like I have decisions.

      But you're not role-playing a character. You're playing a video game.

      If you want the pen-and-paper role-playing experience, you have two options:

      1) Wait until artificial intelligence has advanced to the point that a home PC or console game can be as smart as a human GM.

      2) Put down the controller, turn off the Orbital Mind Control receiver, pick up an actual pen and paper, get out of the house and GO PLAY GAMES WITH ACTUAL PEOPLE. Social interaction will be a side benefit that will help you in your future dealings with other human beings at work.

    17. Re:I'd disagree by Bendebecker · · Score: 2, Insightful

      Still, in games like Baldur's Gate where it takes 8-10 hours of playing to level up just once it gets kind of boring (theough lack of new equipment figures in). You need variety in a game and leveling up provides that by providing new and more powerful spells/abilities and gives you access to new armor/weapons. If you had to play through an entire act in Diablo 2 with only one level up, would you have a kickass time? Can you imagine any game that would allow you too? (Well, Deus Ex but that's due to new weapons...) Even the most exciting rpg story gets boring if everytime you have to fight its exactly the same cause you have the exact same character. In addition, you have to look at replay value. Once you get through the story once, why would you want to replay it if you can only barely change your character. Being able to change the character lot allows a lot more replay. Only 8 levels in 40 hours means you probably won't still be playing that game for another 40.

      --
      There's a growing sense that even if The Future comes,
      most of us won't be able to afford it.
      -- Lemmy
    18. Re:I'd disagree by ar1550 · · Score: 2, Interesting

      I was hoping for better writing from Bioware. I know they're capable of it (see Baldur's Gate).

      Black Isle was involved with both the Baldur's Gate games. Look at the plot in BG, and other Black Isle games (Fallout, Fallout 2, Planescape: Torment), and then compare it to the games Bioware did by themselves (Neverwinter Nights and KOTOR). The stories in the Black Isle games are head and shoulders above. Bioware has made some good games, but I would not put them in the same category as Black Isle.

      --
      I once shot a man in Reno 'cause they cancelled Firefly.
    19. Re:I'd disagree by raodin · · Score: 1

      It took you 8-10 hours to gain a level in BG? I haven't played in while, but this feels like a gross exaggeration...

    20. Re:I'd disagree by efishta · · Score: 1

      You are actually confusing the two.

      From this article on GameSpy.com, mainly on the 2nd page (sorry html ignorant) - http://archive.gamespy.com/articles/january01/blac kisle/index.shtm - "Black Isle Studios: We are not BioWare"

      Bioware - Baldur's Gate 1 and 2
      Black Isle - Planetscape Torment and Icewind Dale 1 and 2

      "After Baldur's Gate was finished, BioWare then began work on Baldur's Gate 2, and another team at Black Isle began on Icewind Dale. BioWare used some of the functionality that was created for Torment by Black Isle, but not a great deal. However, with Icewind we chose to use the Baldur's Gate 2 code and bring in modifications to it that we had created for Torment. It all gets kind of convoluted, but the best way to look at it is that almost all of the code that is in the Baldur's Gate series was developed by BioWare with Black Isle contributing some code that we developed for Torment and Icewind Dale."

    21. Re:I'd disagree by Bendebecker · · Score: 1

      No that's how long it took. You had endless boring dialogue, shitty weapons (don't like the crossbow, how bout crossbow + 1?), and the experience was dismal. It really did take 8-10 horus to level up. Even when you forgot the story and just played the maps (plus you had to get equipment, go back o town and sell it, go back to map etc.. The stroy was great but it was like reading a novel.

      --
      There's a growing sense that even if The Future comes,
      most of us won't be able to afford it.
      -- Lemmy
    22. Re:I'd disagree by WinterpegCanuck · · Score: 1
      But you're not role-playing a character. You're playing a video game

      They can be both. I know it was not a vast system, but even a game like GTA 2 had three different gangs that you were either friends or enemys with depending upon the tasks you did. This simple feature was lacking in the yes, still amazing, sequels, but shows that it can be done, just takes a little more coding.

  56. Standards Compliance by Brandybuck · · Score: 1

    Standards compliance? What a bunch of rubbish! Besides the hubris of introducing a new system in the middle of a review on someone else's game, this he has the chutzpah to call this unwritten (let alone published) system a "standard".

    If that's a standard, I've got several dozen more over here I could sell you really cheap...

    --
    Don't blame me, I didn't vote for either of them!
  57. Paranoia + The Matrix by Anonymous Coward · · Score: 0

    Have you taken your happy pills today? All good citizens take their happy pills...

    1. Re:Paranoia + The Matrix by AndroidCat · · Score: 1

      Of course they do citizen. It is very strange that you ask.

      --
      One line blog. I hear that they're called Twitters now.
  58. computers vs people by scotartt · · Score: 3, Funny

    At the top of the article the author says "Computers are very rational, and people are abstract;"

    Programmer joke: if people are "abstract" how come I keep seeing so many instances of them. Maybe they are subclasses?

    Anyway it's completely trite. And untrue. Computers are algorithmic. Humans can be rational, which is usually defined as 'capable of exercising reason'.

    Unless, of course the author means rational as in mathematics, as in a rational number (i.e. a number that can be represented as a fraction). But in this definition, the author is even more wrong; computers are of course binary machines.

    This is just the sort of faulty reasoning that makes me stop reading articles. Quite aside from that first sentence !!! from this single example, perhaps we can conclude (erroneously) that people aren't abstract, they are illiterate. At least in this instance.

    --
    -A lovely little thinker, but a bugger when he's pissed-
    1. Re:computers vs people by Kope · · Score: 1

      The author of the article was wrong on nearly every point he brings up. Or, more correctly, he wasn't even wrong, he just didn't know what the hell he was talking about.

      He makes several comments about how the computer "wants things" simple and people are "want things" complex. When it comes to things like rules for an RPG, that's exactly backwards. People need to have the rules simplified so that they can be handled relatively quickly in the context of the storyline by the relatively inefficient random number generation method of rolling dice, adding modifiers, doing a little math, and continuing with the story.

      In that context, the ideal rules are as simple as possible.

      Computers, on the other hand, are capable of doing a whole lot more math a whole lot more quickly. There's no reason, while using a computer, to break down the possible outcomes of an encounter to a simulated die roll divided on 5% increments to see if you hit someone followed by a random 1d4+2 for how much damage was done.

      In a computer RPG it is possible to have extremely complicated combat tables. Combat tables like those in Rolemaster, or other games that strived to inject realism into the RPG at the cost of complexity become possible. It becomes possible to simulate combat using intersections of probability fields -- things that outside of a computer require long minutes of hand calculations can be done nearly instantly.

      He also showed his ignorance by talking about how paper rules aren't designed for "distributed databases." Ummmm, are there ANY games out there that run as distributed databases? Even the big massively multiplayer things like EQ aren't using distributed databases as everything really important happens server-side.

    2. Re:computers vs people by scotartt · · Score: 1

      Well I stopped reading after I got over the bit about computers being "rational".

      --
      -A lovely little thinker, but a bugger when he's pissed-
  59. Break away from D&D? by MachDelta · · Score: 3, Insightful

    Mod me troll for saying this... but i'd actually like to see game designers move AWAY from D&D or other paper based rulesets. Don't get me wrong, P+P can be great fun... but when's someone going to make a ruleset that takes advantage of a computer? I've always felt that paper systems were simplified because rolling 20 dice just to see if your right-handed 32 degree slash hit, wasn't deflected, broke a link in their chainmail, and caused a wound... well its just not fun. So in paper, thats all done in what... 2 rolls? But hell, with a computer you could make 20 dice rolls in an instant and the user would never know the difference. Basically I just think the rules for computers need to be streamlined for FUN, not some non-existant physical limitations. And by the same token, much of the power and flexibility in having a real DM is lost with a computer... so compensation in that area is definitly needed. Its all about limitations and tradeoffs IMO, and paper's are definitly NOT the same as a computers.

    The other thing is, and do excuse the tangent, i've always HATED D&Ds magic and ability system. Maybe i'm just a Diablo-noobie, but if I can do some kick ass backflip-powerstrike, or ultimate-spell-of-destruction... why the fuck can I only do it twice a day?! What, is there some internal clock on my character? Does he go "DING!" when 24 hours pass? Thats stupid. I've always preferred the mana/stamina "pool" method because its so much more flexible. Mana is raw ability... do anything with it, but your supply is limited. D&D you've got all that memorization and per/day limit stuff... its just stupid. Say your mage character unleashs some raging inferno and completely annihilates a whole clan of orcs in an instant. Once. Now imagine the conversation:
    "That was badass! Do it again!"
    "Sorry man, I can't".
    "Why not?"
    "Oh because I have to wait 19 hours to do that again."
    "Oh, so like you're tired?"
    "No, not tired... I just can't do that again."
    "So you could cast another spell?"
    "Yeah sure."
    "So cast that spell again!"
    "Can't dude, like I said. All i've got left is... light. Want me to make the room glow? Its really cool, watch!"
    *Grumbles* "Stupid wizard."
    And yeah, I know there are some ways to fudge that stuff... but the flexibility just isn't built into the game, and thats what I hate about it. Don't get me wrong, the D&D universe is a blast... I just wish there was some plausible explanation why, in NWN, my badass, "more pissy than a castrated dragon", lvl 22 human female Fighter/Thief/Weapon Master with dual flaming longswords can only perform 6 "Ki Powerstrikes" a day. Bah.

    1. Re:Break away from D&D? by Anonymous Coward · · Score: 0

      If ya don't like the Wizard magic system, play a Sorcerer (they can only cast a certain number of spells per day, but they can be any spell they know. Pretty much mana by any other name), or a Psion (who uses MP like a Final Fantasy mage does). As for abilities only a certain number of times per day, admittedly it's kinda gimp, but if you could do it an unlimited number of times, why wouldn't you? It would break the game, honestly. (One character stealing the spotlight isn't usually fun, as you can probably guess)

      But really, the in-character conversation for why the Wizard can't use (in this case fireball) again would go like this:

      Rogue: Whoa, do that again! That was cool!
      Wizard: Sorry, no can do.
      Rogue: Why not?
      Wizard: When I cast Fireball, it erases itself from my mind. I'd have to look at my spellbook.
      Rogue: Eh? Well, look at your spellbook, then.
      Wizard: I haven't got any free power left, it's all tied up in my other spells.
      Rogue: What about the power that was in that spell?
      Wizard: It went *BOOM*, you saw that, right?

      For a Sorcerer, it's more like this:

      Fighter: Whoa, cool, do that again!
      Sorcerer: Sure. (Tosses off another fireball, repeat until out of 3rd-level and better spell slots).
      Fighter: And again?
      Sorcerer: Sorry, out of gas. Only got enough oomph for some small stuff now. Wanna see Melf's Acid Arrow? Or a Magic Missile? /posting anon because ./ eats my non-anon posts...

    2. Re:Break away from D&D? by mark-t · · Score: 3, Insightful
      I've got two words for you that, I believe, explain much better than any other reason why the rules are the way are: Game Balance.

      A lot of people don't like this reason because it offers no explaantion that makes sense _within_ the framework of the world.

      For an in-game explanation, one of the best explanations is that the gods simply made it so, perhaps for easons beyond the character's ability to comprehend.

      Sounds too contrived? Perhaps it is... but the characters within the game world wouldn't know that, and the only reason you actually know it is contrived is because you exist outside that domain in the first place, and have another perception of reality to compare it to. Characters within the fantasy realm wouldn't have that luxury, so it would appear completely natural to the average (or even well above average) character.

      The exceptionally intelligent character may have a rational basis for questioning the arbitrariness of that sort of law in the world, but there would be nothing he or she could do about it, much as cutting edge physicists today raise theories about the nature of the universe which illustrate how some phenomena that most people take for granted can be seen as slightly... well... arbitrary. Most people can't be bothered to think on this level though... and even those that do are powerless to do anything about it. Further, this level of thinking is exceptionally modern anyways... and in a D&D setting, you're involved in a middle-ages type environment where advanced scientific questioning isn't exactly commonplace anyways.

    3. Re:Break away from D&D? by iapetus · · Score: 1

      Not all P&P systems have these limitations, of course. MERPS has a vast range of tables for calculating the exact result of your attack. The Riddle Of Steel has a far more complex approach to combat in general rather than relying on the 'first I hit them, then they hit me' approach to combat that D&D espouses. Earthdawn allows you to cast spells as often as you like from your spell matrices (barring catastrophic failure) at no expense other than the time taken to weave the threads.

      It would be nice if more computer RPGs borrowed from other systems than D&D (yes, I know there are some out there, but we could always do with more).

      --
      ++ Say to Elrond "Hello.".
      Elrond says "No.". Elrond gives you some lunch.
    4. Re:Break away from D&D? by crashfrog · · Score: 1

      Read the handbook. It says that wizards actually start casting their spells in the morning for an hour, and then when they want to use them, finish the casting with the last part of the spell, the stub or whatever.

      So, as GM, I'll let my wizards A) cast any 0-level spell spontaneously, like sorcerers and B) sacrifice an already-prepared spell to cast any spell on their list, provided they have the hour to sit around and cast it the long way.

      Yeah, the per day mechanic is kind of forced. But I think it makes more sense than spending "power points" or something. That starts to get ridiculous - "hrm, I have enough saved up to buy two fireballs and a cure light wounds, with three point's change." What are we doing, fighting orcs or redeeming frequent flyer miles?

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    5. Re:Break away from D&D? by Monkey · · Score: 1

      Having a pool of points to spend from is the way the d20 psionic system works. I have to say, I don't see a lot of difference between spending points or filling slots. When you're out of juice, you're out of juice. You do get a lot more flexibility with psionics in that you can choose where to spend your points on the fly rather than prepare your spells in advance.

    6. Re:Break away from D&D? by santiago · · Score: 1

      That's why you should play Exalted instead. There, you get play mythic demi-gods with legendary kung-fu who can topple kingdoms in an afternoon's work. And, you can roll twenty or thirty dice on a single attack if you use the right charms...

  60. Spot on... by Cyno01 · · Score: 3, Interesting

    There's also a second part to it, another round after school at the Brown Deer High (where my mom used to work, dead alewives are local for me) D&D club, one of them brings his girlfriend, hilarity ensues. Its probably avalable on p2p, thats where i got it, the DAs advocated getting their stuff there on their site since most of their cds are out of print.

    --
    "Sic Semper Tyrannosaurus Rex."
  61. Battletech and paper vs. computer by Old+Man+Kensey · · Score: 1
    When I worked at Kesmai, who had the Battletech Online franchise (not to be confused with MechWarrior), "legging" was a persistent problem in the game. Basically even a weak mech could snipe the leg off an opponent and then take their time finishing it off. This was because the paper version (they told me) didn't have the concept of deliberate aim -- what you hit and how hard you hit it were determined by die rolls. When they implemented aiming in the online version (which you just about have to or people would find it rather pointless...) they found out that the mechs' legs were not armored nearly well enough to offset the vulnerability to legging.

    Eventually the player community solved its own problem by collectively deciding that legging (like camping in other games) was just Not Kosher and going after those suspected of it. (It's impressive to see a bunch of well-controlled mechs battling in an arena suddenly all turn in a coordinated attack on one unrepentant newbie who's running around taking leg shots.)

    --
    -- Old Man Kensey
    1. Re:Battletech and paper vs. computer by skermit · · Score: 3, Insightful

      What kind of retarded street justice is that? Do you see every CS player ganging up on the guy who shoots for the head? This is just plain dumb.

      --
      -Christopher Wu
      http://www.christopherwu.net/
    2. Re:Battletech and paper vs. computer by Anonymous Coward · · Score: 0

      Yeah, that's pretty gay.

    3. Re:Battletech and paper vs. computer by NewStarRising · · Score: 1

      You are, of course, quite right. What is the sense in a community finding a "flaw" in the way a game plays and trying to come up with its own solution? The NWN server I play on will penalise people for setting traps in the safe-haven of Town, even though the engine allows it ... how pathetic! I want to do what i want! whats all this community deciding whats fair? PAH!

      --
      b3 4phr41d 0f my 4bov3-4v3r4g3 c0mpu73r kn0wI3dg3!
      MadDwarf
    4. Re:Battletech and paper vs. computer by Syberghost · · Score: 1

      What kind of retarded street justice is that? Do you see every CS player ganging up on the guy who shoots for the head? This is just plain dumb.

      While I agree with your point, I must say that yeah, I did see every CS player ganging up on the guy who shoots for the head. That is, before I gave up on CheaterStrike entirely.

      They either ganged up on him verbally, with the incredibly-bigoted anti-homosexual verbiage so common to that crowed, or they ganged up on him physically, and often used his kind as an excuse for cheating.

      Or, usually, both.

  62. Yoda speaks Yiddish by Myrmidon · · Score: 4, Funny
    Where does this sentence come from?

    The rule in computing is that the more bugs you encounter, the further from standards you must be adhering.


    1. the article
    2. Zippy's Guide to Software Project Mangement
    3. Eric Raymond after drinking three bottles of vodka

  63. Hey Hey by ActiveSX · · Score: 1

    those lovable PnP evenings we all enjoy

    Plug n' Play evenings are my favorite!

  64. Obviously AI isn't the author's strong suit by Anonymous Coward · · Score: 4, Informative

    In the article, the meld with stone which makes a cleric impervious to damage is used as an example of how the paper rpgs have rules that are more complex than computer based rpgs. Well the paper rules never cover anything about behaviour of the monsters in these situations unless it's something like fear/flee response, it's the GM that does so.

    In computer games, it's the AI governing the monsters reaction that does this. The game obviously doesn't take into account situational knowledge. Advanced AI would have taken into account estimated enemy's damage, behaviour of monster ( rage, bezerker) and assesment of areas of danger. It might have been an oversight really, but i've never seen game AIs anymore intelligent than scripted behaviour. Probably the games also uses line of sight for attracting monsters, as opposed to noise based on encumbrance values.

    Besides morrowind, nothing ever comes close to that sense of adventure.

  65. Why D&D rules suck for video games by vaccum+pony · · Score: 0, Insightful

    The problems with using D&D rules in video games are as follows: 1 - the D20 system sucks. 2 - One person sitting at their computer playing a game is NOT role-playing. MMORPGs come closer than what the video game industry thinks of as RPGs, but it's still a far cry from the kind of experience I think of when I think of role-playing games.

  66. d20 D&D would be easier to implement in a CRPG by CapeBretonBarbarian · · Score: 5, Interesting

    I have to wonder if the writer of the article has ever really played D&D d20 (3.0 or 3.5) or AD&D/D&D from previous iterations. I suspect, given the tone early on in, that he was blinded by his personal gaming political prejudice.

    The latest incarnation lends itself very easily to implementation on a computer. Heck, we've been toying with converting an old LPmud to d20 because for the first time the D&D has a standardized machanic that can be more consistently implemented.

    The author even goes on to state that d20 fails to take a standard approach in monster/character creation. Clearly the autlor has no clue what he's on about. d20 applies the same ruleset to everything. You want to play a Minotaur sorceror. No problem. You want to play a goblin barbarian. No problem again. Heck, you want to play a half-dragon assassin, you can do that. Now try doing that with earlier versions of D&D. Good luck coming up with a standard approach.

    If there is one complaint I do have about d20 D&D it is that it feels too much like a computer game. The rules are so clear on everything now, that it all feels too structured. I find that the game is geared more towards the video game generation and less to those of us who prefer role-playing.

  67. More standardized? by nnnneedles · · Score: 4, Insightful

    Video game RPGs need to be *less* standardized if you ask me.

    The rules aren't really that important in a video game, as opposed to a pen and paper RPG. It's mostly done behind the scenes.

    What we need is games with more imagination than "kill rat 500 times, then kill spider 1000 times".

    Because you know these rpg developers are too focused on "standards". How about a mafia rpg where you start with collecting money for loan sharks, then move up the ladder? Yeah, you never thought about that, assholes. Thanks for all the spiders and small poisoned rats. I want to kill you by drilling a hole in your eye.

    Please. Change.

    --
    Will code a sig generator for food
    1. Re:More standardized? by Anonymous Coward · · Score: 0

      Maybe you need to look harder.

      Have you tried Republic?

  68. Using ALL the rules: a cautionary tale by steveha · · Score: 4, Informative

    I can tell you a true story, a sad story, about using all the rules.

    When I was in high school, there was a game shop near my home, and one day they had a tournament. A bunch of guys volunteered to be Dungeon Masters. One of the DMs, a guy I knew, was familiar with all the rules of AD&D. This was around 1981 or 1982, so we're talking first edition AD&D.

    The store said the tournament was to use the standard AD&D rules. This guy assumed that meant all of them.

    The characters in the tournament were all around 4th to 6th level or so. So this guy's group got into some kind of fierce battle, won the victory, but were injured. Their cleric started casting lots of heal spells.

    This guy knew that, according to the rules, if you used lots of psionic powers within a short period of time, you have to roll on the Psionic Encounters Table. And he also knew that, according to the rules, certain spells count as using psionic powers -- among them, heal spells.

    So he rolled his dice. Oh, a psionic encounter. He rolled his dice again. Oh, it's Mind Flayers. He rolled for how many. Three.

    So three Mind Flayers attacked a party of 4th to 6th level characters that was only partially healed after a major battle. Everyone died.

    The players were not exactly happy at this turn of events. They were all immediately finished with the tournament, and all because this one DM knew all the rules and applied all the rules. The store wasn't exactly happy, either. And the DM didn't really feel happy about it either, I'm sure.

    steveha

    --
    lf(1): it's like ls(1) but sorts filenames by extension, tersely
    1. Re:Using ALL the rules: a cautionary tale by that+_evil+_gleek · · Score: 1

      Let me just confirm my geek status, by replying twice to a D&D topic.
      PSIONICS were optional. Very optional, that's why they were in the back of the book.
      I'm surprised 5d4 #2 pencils weren't launched over his DM screen doing
      2 + 1 + 3 + 2 + 2 points of damage and bloodying his nose. I think your making this up.

      I never played with psionics, I thought it was too much crap. If I let someone in
      as a cross-over thing, they had to very careful not to piss-off any druids...
      And that's the thing with the optional rules. Some, subclasses start to suck with them, and Some suck w/o 'em. Like Illusionists. Cool if you play with Weapon speed, casting time, spell components, and ESP. the attack with dual weapons rule for high DEX, that was buried in the DMG. Has many spells with only verbal componet. And those Minor, and major creation spells. Sucked ass w/o those rules. I was captured some many times playing D&D, I started playing Illusionists just so I'd have an edge in those situtations -- later, I learned some DM's just had 1 plot.

    2. Re:Using ALL the rules: a cautionary tale by steveha · · Score: 1

      I think your making this up.

      Nope. It was over 20 years ago so I can't swear I remember it perfectly, but I'm not making it up.

      I never played with psionics

      They were a big pain in the games I played in. The DM had this idea that "psionics takes place at the speed of thought" so when two psionics got into a psi battle, everything else stopped until the psi battle was resolved. Which was no fun, except for the DM and the psionic character(s) involved in the battle.

      If I ever allowed psionics in my own games, I would have them take combat round turns just like everyone else.

      As for illusionists, our group figured that if you believed an illusion, you would take damage from it, and thus even a first-level Illusionist (with level 1 Phantasmal Forces) could, if clever, kill some pretty heavy enemies. If I were running a game now, I'd rule that Phantasmal Forces at level 1 never causes damage, or if it does, it's very limited damage.

      steveha

      --
      lf(1): it's like ls(1) but sorts filenames by extension, tersely
  69. NWN by Anonymous Coward · · Score: 0

    The single player missions that NWN came with was soooooo boring, I swear it made baldurs gate seem like it had a decent storyline (it didn't).

    1. Re:NWN by dave1791 · · Score: 1

      "missions"

      I cringe when I hear this...

      Dude, it is D&D, not Quake!

  70. Vampire: the perpetual Hassle by xixax · · Score: 1
    Munchkin wrote:
    Some of us want to play the role of a master of fighting prowess. who puts evil abominations to the sword. Some of us are into kicking down doors and divying up the loot.
    d20 is pitching itself as the .Net of roleplaying (so I suppose Gurps is Java?). I hear what you are saying, but I still think there are better systems for even that. I love Pendragon Pass (a mix of Runequest and Pendragon), it gives a good feel for hack-n-slash without bogging down in trivial detail. I want to smack someone in the face with a mace and not spend half an hour working out critical rolls. On the same token, I am interested in Flames or War because IMHO most wargames are written for trivia obsessed trainspotters. Remember that D & D was originally written by wargamers, and (I believe) that heritage still shows. Producing a game that's light on number-crunching doesn't mean you always end up with a game focussing on cathartic art-wanking.

    Xix.

    --
    "Everything is adjustable, provided you have the right tools"
    1. Re:Vampire: the perpetual Hassle by crashfrog · · Score: 1

      d20 is pitching itself as the .Net of roleplaying (so I suppose Gurps is Java?). I hear what you are saying, but I still think there are better systems for even that.

      Yeah, I think you're right. I'm not trying to specifically defend D20. It's just that a lot of the settings that I like (Deadlands, Legend of the Five Rings) seem to be moving to it. And it's a pretty easy system to teach a newbie, though it still has considerable depth if you want.

      But I had a pretty great time in a FUDGE dungeon crawl, playing a lion tamer-cum-adventurer armed with a bullwhip and a chair. FUDGE probably has the least rules possible, and it's simply not possible to min-max, because everything is subjective.

      (I tamed the hell out of that dungeon, let me tell you!)

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    2. Re:Vampire: the perpetual Hassle by ThosLives · · Score: 1
      Well, since you're the only person who even mentioned GURPS I'll jump in here. :)

      As far as systems go, I don't think you can get simpler than GURPS 3d6 for everything (except damage ). I tried picking up AD&D a while ago and got bogged down in the system. GURPS I picked up in about 10 minutes.

      Of course, I'm much more into the actual role playing rather than the numbers, so that works for me. When I'm in a munchkin mood, I just play Munchkin.

      The goal of a system should be a good compromise between simplicity, realism, and ability to facilitate role playing.

      As far as using a P&P system on a computer, well, I'm not so sure about that - it depends on how you want to do things. Generally computers aren't limited to P&P systems as far as mathematical complexity, but they do tend to be more limited in adaptability. This, in my opinion, is mostly due to the fact that computers still cannot compete with the human brain on things of non-deterministic nature.

      Suffice it to say that P&P RPGs and CRPGs cater to different crowds, and the merits / follies of both are too subjective to categorize in a difinitive manner.

      --
      "There are a dozen opinions on a matter until you know the truth. Then there is only one." - CS Lewis (paraprhase)
    3. Re:Vampire: the perpetual Hassle by Mongoose+Disciple · · Score: 1

      3rd edition D&D is much simpler to learn than AD&D.

      Granted, you might still just prefer GURPS. Some people do and more power to them.

    4. Re:Vampire: the perpetual Hassle by Valdrax · · Score: 1

      As far as systems go, I don't think you can get simpler than GURPS 3d6 for everything (except damage ). I tried picking up AD&D a while ago and got bogged down in the system. GURPS I picked up in about 10 minutes.

      Well, ignoring the many fine, completely diceless systems out there, I'd have to say that GURPS is far more complex than FUDGE or the Tri-Stat system, and I'd have to say that it's on the same level as d20. You honestly picked up the whole system including the armor vs. weapon type and the facing & movement in 10 minutes, and you couldn't handle d20?

      Personally, I think GURPS is too much to deal with, but I'm a narrativist, diceless snob. I think most systems place way too much effort into "realism" when they could just be helping to tell a good story.

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
  71. The really old ones by steveha · · Score: 2, Informative

    No, you are a little bit mixed up as to the history.

    The Basic Set was around the same time as AD&D. I'm pretty sure it actually came out after AD&D, at least after the AD&D Player's Handbook.

    The original was a set of very poorly edited, poorly organized books. You can see pictures and read about them here, if you like:

    http://www.lyberty.com/encyc/articles/d_and_d.html

    steveha

    --
    lf(1): it's like ls(1) but sorts filenames by extension, tersely
  72. No troll here. Thanks for... by freeBill · · Score: 5, Interesting

    ...saying what should have been obvious to everyone.

    This guy has no clue about RPGs (computer or otherwise). He doesn't know the history of roleplaying games. He doesn't understand Gygax's contribution. He uses buzzwords to hint at computer knowledge, but uses them in such a nonsensical manner as to suggest he's trying to get revenge on geeks for the jokes they've played on social science journals.

    I mean, look at this quote:

    "...these rules have to be interpreted by a computer server client, which leads to many standards violations from a programming standpoint."

    What the heck does that MEAN? I mean, know a little about client-server architectures (having written an engine designed to power a server for a game which uses such an architecture) and I have no idea what he means by "server client." All clients have to have a server, but no client is a server. So "server client" is either redundant or contradictory. And in what sense is Temple of Elemental Evil a client? I thought it was a stand-alone CRPG which played on your home computer. And, even if it was a client in some sense, what would client-ness have to do with intepreting rules. Every time I have tried to port an RPG from paper to computer (quite a few times, both successfully and unsuccessfully since I first tried it with Traveller in 1979), "intepreting rules" was the job of the programmer. And how would that lead to "standards violations" from any standpoint, let alone a programming standpoint?

    Please...

    The subject of this article is of intense interest to me. As I said, I have been facing the issues of porting RPG rules to computers since 1979. My first RPG was published by a major publisher in 1982. I've been playing CRPGs since they first came out. I want an intelligent article to be written on the subject so we can all discuss something that is obviously of interest to many of us. But this is not that article.

    The author makes some statements about Troika's development of ToEE. Maybe we could learn something from some of them. But how can we assume they have anything to do with the game's actual development, when they're surrounded by pure gibberish? What's his source for this inside information about the development? (Assuming we can figure out what is being said among all the buzzwords. I'm not even going to try to figure it out until I have some reason to believe it would be worth trying.)

    --
    Eternal vigilance only works if you look in every direction.
    1. Re:No troll here. Thanks for... by fucksl4shd0t · · Score: 1

      As I said, I have been facing the issues of porting RPG rules to computers since 1979. My first RPG was published by a major publisher in 1982.

      Allright, in that case, who the hell are you? I can only think of one CRPG that came out in the real early 80s, and that's Ultima. I don't recall the exact year, though, and it may have been earlier. So when you say your first RPG was published by a major publisher in 1982, are you talking a software RPG or one of those other kind? Which one? I seem to recall the gaming field in 1982 being very small, so it seems like a few more hints and I could probably just figure it out. ;)

      --
      Like what I said? You might like my music
    2. Re:No troll here. Thanks for... by Gaber · · Score: 1

      I agree 100%. I'm very interested in this subject and was hoping to read a well-written article, but that piece was just gibberish. The author can't even distinguish between ToEE interface problems (the radial menu issue), ToEE AI problems (the Meld to Stone issue), and real problems adapting d20 rules to the computer. What a waste of time.

      -Gabe

    3. Re:No troll here. Thanks for... by Scott+Lockwood · · Score: 1

      Didn't Wizardry come out about that same time? Not to mention several smaller games like Castle Telengard for the C-64, etc.

      --
      But this is slashdot. A slashdoter who didn't build his own computer is like a Jedi who didn't build his own lightsaber!
    4. Re:No troll here. Thanks for... by ultranova · · Score: 1
      "...these rules have to be interpreted by a computer server client, which leads to many standards violations from a programming standpoint."
      What the heck does that MEAN?

      Well, after reading the context, the writer seems to be trying to say that the original Dungeons & Dragons is full of expections to rules, so when programming computer games based on it you need to check for several possible expections ("standards violations") in any given situation.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    5. Re:No troll here. Thanks for... by shadowbearer · · Score: 1

      I tried the same with the Traveller rules (in Turbo Pascal) back in about '85. IIRC it was an ugly mess because there wasn't enough mathematical consistency within the rules; but it's been a very long time, and I no longer have any of my notes and remember very little of my thinking at the time.

      I'd be curious to know what the specific issues you faced were; after I quit trying I went to college and never looked back, and haven't really thought about it since.

      No other reason than just genuine curiousity, BTW. :)

      I do remember thinking about halfway thru the project that the only usefulness it would have at the time would be as a GM tool; and considering it was too large, at the time, to run on anything other than an IBM PC (and maybe two people I played with had one, including me :) that it was a waste of time. Boy, did I miss the boat!

      Sadly, I don't have the source anymore. A few much more brilliant people than me contributed excellent ideas. Sigh. Damn... now I'm feeling old :)

      Cheers!
      SB

      --
      It's old. The more humans I meet, the more I like my cats. At least they are honest.
  73. Box sets out the wazoo by rinks · · Score: 1

    AD&D covered everything, all the way. D&D handheld you into it- the first three levels, everything was indoors. The next set- the blue box Expert set- was I think for 4 through 8 and introduced wilderness adventures. Then the Companion Set- green box- dealt with owning castles and waging big battles and shit like that, went up to (again, I think) 12. Master Set was next, and finally, Immortal Rules, where you got to become a God. I think that's all of them. Honestly, I just wrote this post to see if I could remember them all. Christ, I'm a nerd.

    --
    My good looks paid for that pool, and my talent filled it with water.
  74. Umm... by handslikesnakes · · Score: 1

    Isn't that kind of the point of having a computer to do it for you?

  75. This is the correct chronology... by freeBill · · Score: 1

    ...of D&D. Except that Basic D&D wasn't called "basic" until after AD&D came out (for the same reason 1st Edition AD&D wasn't called that until 2nd edition came out and for the same reason that people in 1920 didn't talk about "the First World War"). As I recall, the original was not boxed until later. But I could be wrong about that since it was boxed when I first bought it.

    The guy who wrote the article acts like he knows all about how D&D developed, but makes several statements which make it clear he doesn't know this chronology.

    --
    Eternal vigilance only works if you look in every direction.
    1. Re:This is the correct chronology... by Anonymous Coward · · Score: 0

      Most people don't consider "Original D&D" (a bunch of pamphlets/arcticles) to be the same game as "Basic D&D" (or "Boxed D&D").

      Basic D&D was really marketed towards kids and had nerfed monsters, etc. The existing D&D players mostly moved to AD&D.

  76. Hey now... by raehl · · Score: 1

    It is *COLLEGE* paintball. It's as close as engineers can get to actually shooting fratboys.

    1. Re:Hey now... by SlamMan · · Score: 1

      Hey, Chris! Hows the NCPA going?

      --
      Mod point free since 2001
    2. Re:Hey now... by raehl · · Score: 1

      Not bad - Nationals this weekend, so pretty damn busy at the moment.

  77. D&D rules: glaring holes by steveha · · Score: 2, Insightful

    There are a few howlers in the D&D game mechanics. Note: I haven't seen Third Edition yet.

    0) You are a 12th level Fighter being marched down a corridor, no armor, your arms bound behind your back, and four men with crossbows are guarding you. So you run for it. Why not? After all, you have almost 100 hit points, and a crossbow does something like 1d6+1 and is slow to reload besides. Sure, we don't want our game to be like the real world, but should there be no chance that they can kill you?

    D&D should have critical hits, or "impale" rules like Runequest, or something.

    1) A typical town person has 1 hit point. 1 hit point is the smallest amount of damage you can do. Any blow with a sword will kill a town person. Okay. But also, say, a house cat: three attacks, claw/claw/bite, any one can kill a town person.

    2) A 1st level mage is incredibly easy to kill, and only has one spell per day, and that one spell might even be something lame like Burning Hands. A 20th level mage, on the other hand, has so much firepower as to render the rest of the party irrelevant. This is overall considered to be balanced?

    It would be better if 1st level mage characters were a bit stronger, and 20th level mage characters were a lot weaker.

    I could name other things, but that's plenty.

    steveha

    --
    lf(1): it's like ls(1) but sorts filenames by extension, tersely
    1. Re:D&D rules: glaring holes by Anonymous Coward · · Score: 0

      Point-by-point rebuttal -

      1) OK, I'll grant you that - but in both 2e and 3(.5)e, there are critical hits. Crossbows only do double damage, though. However, any sensible GM would either give the guards some poison, or deny the fighter his Dex bonus to AC, or make the guards always hit. If all four guards get to fire twice before you reach the end of the hall, that can REALLY hurt, even against a 12th-level fighter. You'll live, sure, but you really don't want to meet a single orc on your way out, now ;-)

      2)First-level commoners now have 1-8 HP (1d4, plus Con bonus, so maybe up to 8). Can still be killed by a kitty if it gets a crit, but then, a lucky kitty can really hurt you in real life, too.

      3) Wizards, and their cousins Sorcerers and Psions, have a much bigger bag of tricks in 3e - at least two spells per day at first level, plus some minor cantrips. And at 20th, while they are incredibly powerful, so is everyone else (I'd like to see a Wiz20 beat a Mnk20 or Rgr20, I think it'd be all up to the initiative roll) They're still easy to kill, though, but feats or a high Con score makes up for this.

      Really, if you think D&D sucks, look at 3.5e (or 3.0e if you must). 2e really does suck (IMHO), but 3e is a several-orders-of-magnitude improvement.

    2. Re:D&D rules: glaring holes by Anonymous Coward · · Score: 0

      For your point 0, the 2e rules clearly state that the combat tables and THAC0 and all are only used when you've got some actual combat going on. They clearly state that even a first level character can kill a 97th level fighter with no need to roll if that fighter is tied to a chopping block and unarmed. So in your case, if the 12th level fighter decided to run, the GM should say "a hail of crossbow bolts cuts you down. You die."

    3. Re:D&D rules: glaring holes by fucksl4shd0t · · Score: 1

      0) You are a 12th level Fighter being marched down a corridor, no armor, your arms bound behind your back, and four men with crossbows are guarding you. So you run for it. Why not? After all, you have almost 100 hit points, and a crossbow does something like 1d6+1 and is slow to reload besides. Sure, we don't want our game to be like the real world, but should there be no chance that they can kill you?

      I'm not sure where the rule came from, but we used critical hits. A natural 20 on an attack was a critical hit and always did damage, no matter what your THAC0 was or your opponent's AC. A modified 30 was also used as a critical hit, depending on other factors, but it was DM discretion.

      1) A typical town person has 1 hit point. 1 hit point is the smallest amount of damage you can do. Any blow with a sword will kill a town person. Okay. But also, say, a house cat: three attacks, claw/claw/bite, any one can kill a town person.

      Actually, that's a rule you should ignore, and if you don't it's your own damn fault. It's plain stupid. The DM I used to play under had a generic stat sheet he used for townspeople, making appropriate modifications as needed. Hell, it says right out that you can use as many or as few rules as you like, just make sure everyone agrees on the set you're going to use so there won't be any stupid arguing, and always understand that the DM can trump any rule at any time and/or invoke any rule at any time, without explanation. You have to trust him, so if your DM sucks, get a new one.

      2) A 1st level mage is incredibly easy to kill, and only has one spell per day, and that one spell might even be something lame like Burning Hands. A 20th level mage, on the other hand, has so much firepower as to render the rest of the party irrelevant. This is overall considered to be balanced?

      I agree that early level mages are too weak, but I disagree that later level mages are too strong. I played a Druid once up to about level 9, and when his special abilities kicked in, boy was he untouchable. (Then I learned that my DM was making special allowances for the character because he actually genuinely liked the guy and decided to see how far it would go. He survived a number of things he shouldn't have. ;) ) Then the DM really ramped up the campaign and had to work particularly hard to keep it balanced so that every character was needed. As soon as we developed a dependency on the Druid, he introduced obstacles and creatures and stuff that the Druid couldn't counter, but the fighter could, or whatever. The short of it is that your 20th level mage shouldn't be in a campaign that even allows the comparison to your 1st level mage, he should still be on the edge of death in every combat, and if the rules fail to provide this, well, it does say right out to use as many or as few rules as necessary to have a great game.

      --
      Like what I said? You might like my music
    4. Re:D&D rules: glaring holes by mOdQuArK! · · Score: 1
      plus some minor cantrips

      Heh - I had more fun with those minor "cantrips" - on the level of "tying your opponent's shoelaces together" - than I did with a most of the standard spells.

    5. Re:D&D rules: glaring holes by steveha · · Score: 1

      any sensible GM would either give the guards some poison, or deny the fighter his Dex bonus to AC, or make the guards always hit.

      No, that's my point. If you have 100 hit points, four guys with crossbows can't kill you because they can't hurt you fast enough. Let's say they can actually fire twice each, and each guy always hits (reasonable under the circumstances). If we assume 1d6+1 for a crossbow bolt, that's 8d6+8. Assuming a perfectly average roll that's (8 * 3.5) + 8, or 36 points of damage. Even if they have double damage, they can't kill you.

      First-level commoners now have 1-8 HP (1d4, plus Con bonus, so maybe up to 8). Can still be killed by a kitty if it gets a crit, but then, a lucky kitty can really hurt you in real life, too.

      That's better, but it's still a bit silly. No game system is perfect, of course, and I'm not saying this rule is a reason not to play D&D.

      if you think D&D sucks, look at 3.5e

      I wouldn't go so far as to say that D&D sucks. I had many happy hours playing AD&D 1E, despite its many problems. (We had a ton of custom rules that helped.) I was impressed by the 2E rules, and I'm sure that the latest rules are cool.

      All that said, I really like GURPS. If you like this sort of game, you should give GURPS a try.

      Sadly, I haven't actually played any of these games in years. I ought to get a gaming group together.

      steveha

      --
      lf(1): it's like ls(1) but sorts filenames by extension, tersely
    6. Re:D&D rules: glaring holes by steveha · · Score: 1

      we used critical hits

      Oh, so did we. And "fumbles". We used the tables from Arduin Grimoire initially, and later just wrote our own. Everyone in my gaming group liked the Arduin Grimoire a great deal.

      that's a rule you should ignore

      Um, we did. This is a discussion of glaring holes in the rules. We ignored glaring holes.

      steveha

      --
      lf(1): it's like ls(1) but sorts filenames by extension, tersely
    7. Re:D&D rules: glaring holes by Anonymous Coward · · Score: 0

      But the 12th level fighter would be *really* lucky. His fighting prowess would enable him to dodge the shots, or twist so that the crushing blow is merely glancing.

      Rather like "Conan the Barbarian" gets to fight 20+ guards and barely get scratched, or "John Mclane" who gets shot at with about 1,000 bullets and all he gets is cut feet (that have him limping until the action starts again).

      Part of the reason this is called a FANTASY RPG

    8. Re:D&D rules: glaring holes by steveha · · Score: 1

      Part of the reason this is called a FANTASY RPG

      As I said, we don't want it to be really realistic.

      But I think such an escape should be a daring risk, not a "ho hum, no way these peasants can kill me" sort of thing.

      steveha

      --
      lf(1): it's like ls(1) but sorts filenames by extension, tersely
  78. You had dice? by raehl · · Score: 1

    That's so new school man. Even if we were lucky enough to have a ball to play with, everyone always rolled a 1!

  79. why did /. link this? by CavemanKiwi · · Score: 0, Offtopic

    Kuro5hin is a site very similar to ./ ,in the fact that a lot of the content is the discussion of an article. So a ./ discussion on a K5 article seem a bit like re-inventing the wheel.

    1. Re:why did /. link this? by maroberts · · Score: 1

      Slashdot has often linked to K5 articles, as it has to any other site which may have comments like itself, and where the article itself is interesting.

      A lot of news is self referential, with sites feeding off each other.

      --

      Donte Alistair Anderson Roberts - hi son!
      Karma: Chameleon

  80. that's because you refuse to recreate the boundari by waspleg · · Score: 1

    es

    with your imagination

    which was teh entire point of the game, which was not to be told how it was but to make it up as you went along.

    i personally wrote my own rpgs, i made hybrid games, i had Middle Earth Smaug style dragons in D&D environments as PCs, i made an airplane based rpg based on teh cartoon Tailspin etc etc etc

    Use your imagination or don't *ROLE* play

    i was always the gamemaster and the first rule of any good gamemaster in any game (and i've played nearly all of them) is flexibility, if the rule sucks DONT USE IT; did ANYONE use encumberance rules in D&D? hell no it's insane

    but everyone and their mother wants a perfect 20, the dice rolls added the chance, our minds added the magic, the story unfolded and everyone had fun

    i haven't played for 10 years myself but watching you bitch about a rule that is as easy to break as simply not following it and then saying that the game doesn't have flexibility built in shows to me that you have absolutely no concept of what the opint of the game was to begin with.

  81. Started out on D&D years ago... by ScottGant · · Score: 1

    Around 1980 or so is when I got into D&D...but moved on from there to other game systems.

    I just didn't like the rule set for D&D...not even the d20 system. I mean, d20 is certainly an improvement, but I just got into other game systems.

    I remember me and my friends playing a LOT of the Hero game systems like "Danger International" and "Fantasy Hero". These were basically a skeletal system that could be adapted pretty easily.

    But by far my favorite game and game system was "Call of Cthulhu". I liked that skills were based on percentages. I liked the way that your skill percentage went up on the skills you used etc. And of course not to mention the very well written modules for the game itself.

    We played a lot of games, but not D&D (or more specifically AD&D...back when it was called that).

    We played these the most:

    1. Call of Cthulhu
    2. Danger International
    3. Fantasy Hero
    4. Morrow Project
    5. Paranoia
    6. Starfleet Battles

    Ah...but it's been like 14 years since I've played anything. But we had a blast...never really took anything seriously and just had a great time.

    --

    "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
  82. Is this the gamers fault. by mo^ · · Score: 3, Interesting

    Totally agree with your point here, but raised one question for me..

    Would these types of games be easier to prduce were gamers less demanding of sophisticated graphics and dialogue?.

    Something that produces text based storylines and conversation with a modern grpahical front end for enrything else would surely be easier to customize. People can "say" things from a large base of phrases, and the elimination of a character actor for each NPC would make this much less work.

    im sure this could be worded better, but you get what i mean

    --
    bah!*@%!
    1. Re:Is this the gamers fault. by eison · · Score: 2, Funny

      Infocom and Legend both went out of business taking this route.

      Meanwhile, Deer Hunter is a best seller.

      --
      is competition good, or is duplication of effort bad?
  83. T.O.E.E == worst CRPG game *ever* by Anonymous Coward · · Score: 0

    i bought this game and found it completely unplayable, from both a technical point of view, and an enjoyment point of view. Everything about this game is/was flawed.

    even the mouse cursor was badly implemented. combat sucked, and monsters even spawned in inaccessible places, leaving combat-mode permanently on. Ths only way to get out of this was to reload a savegame.

    i've played all the black isle and Bioware D&D games and they've all been excellent.

  84. The rant should have been about GMless CRPGs by dave1791 · · Score: 2, Insightful

    Most of the author's gripes were about storyline or AI. He was griping about PnP games on the computer when his points were really about a specific implementation.

    I will retort by bringing up NWN. I DM a weekly group and many of these same people I have played PnP with over the decades.

    AI- AI is a general computer game problem. What does the ogre do when you cast a certain spell? Generally this is always scripted and the AI is only as good as its code. The Meld into Stone exploit mentioned by the author is an AI exploit. An AI exploit is an AI exploit; it does not matter if it is on CivIII, a FPS or CRPG. The standard AI in nwn is not the smartest, but it IS replaceable. The individual scripts that fire on various events (when a NPC perceives another creature, when attacked, etc) can be tweaked or replaced. There are several user created AI systems available and some are quite good. If it bothers you that the ogre is still focused on the cleric, check at the end of a combat round to see if he is under the effect of Meld into Stone. If so, go after the fireballing mage instead. Oh and if a DM is possessing the ogre, he will probably flatten the mage first in any case.

    Stroyline? Come on! Creating a quest is like writing dialog for a play, except that the story can branch because of whatever. If the creators of TOEE did not do this well, it is because they did not do this well. The BG series did this well. NWN's expansions did this well. There are numerous modules available for NWN that do this well. Then again, in any story without a GM, it is impossible to vary from the story in any meaningful way. I recall playing a neutral good ranger in BG2. On returning from the underdark with the Githyanki sword in my possession, I was confronted by the Githyanki seeking its return. The verbal exchange turned into a fight and fretty soon the area-of-effect spells were flying. Mind you this happened in the promenade district and several bystanders were killed by Githyanki AOE spells. This bothered my because my "good" character had chosen to fight to keep the nice sword despite the fact that innocents would die in the process. I was not penalized as the designers did not think of this situation beforehand. A good GM would have shifted me toward evil for putting personal gain before the lives of innocents. Any non-linear story will have such bugs because the designers will not be able to think of and script for every possible situation.

    That is what a good GM is for.

  85. Wow... by whisper_jeff · · Score: 3, Interesting
    Given how Slashdotters pride themselves on being well-informed geeks, I'm stunned at how much ignorance regarding the d20 System/D&D is being exhibited in this discussion. And in posts that are being rated 5, no less... We hate it when non-geeks make ignorant comments so why do we do the same thing?

    Further, while it would be nice to think that the mechanics under the hood can make or break a game (because it would mean the work of game-system designers is really that damn important...), the reality is that it's the ability and work of the game designers. KotR demonstrates that a d20-controlled video game can be stellar. And there are other examples that prove that d20-controlled video game suck. It has next-to-nothing to do with the use of the d20 System as the engine for the game and everything to do with the skill of the game designers.

  86. A small piece of info... by Koltur · · Score: 1

    D&D was actually created by some guy named Dave Arneson apparently.
    homepage: http://www.castleblackmoor.com/

  87. Re:D&D wasn't based primarily on Tolkien's wor by Minna+Kirai · · Score: 1

    The article states that the main base for D&D wasn't Tolkien, but actually was Jack Vance's Tales of the Dying Earth.

    And since Tolkien was the basis for Vance, that makes it doubly the basis for D&D. All swords & socercy scifi/fantasy is Tolkien-derived, to some extent.

    D&D elements originated by Tolkien:
    A party of multiple professions (like fighter, ranger, thief, and wizard) and mixed races (human, dwarf, elf) travels through wilderness and underground mazes fighting off hordes of minor monsters (and the occasional greater one which is only vulnerable to magic weapons). They solve word-puzzles to open locked doors, drink potions to restore their health, and occasionally find magical treasure that resizes itself to fit the wearer.

    D&D elements originated by Vance:
    Magic users forget spells upon casting and are helpless until "rememorization". (Coincidentally, one of the lamest parts of the original D&D system)

  88. Re:The problem is ... by Louis+Guerin · · Score: 1

    the problem is that I fucking hate goths. WW games (specifically Vampire: The Masquerade, Werewolf: The Apocalypse and Mage: The Ascension) are the archetypal goth-games.

    I want a game which doesn't come with a naff prefab theme and wack gothique iconography. Fuck all that. I want a game I can tune to my requirements. Another reason I write my own.

    Yeah, go on, flame my goth-hatin' arse :)

    L

  89. The other half of Role Playing by GamerGeek · · Score: 1

    Computer game companies have the same problems as large scale "living games" in that the DM no longer can police the players effectively. I've played a good deal of living arcanis and living grayhalk and the per-written modules suffer from all the same symptoms as computer games. Forced linearity, plot repetition, and a lack of personal involvement of the players in the plot. (The most notable exception is the Baulders Gate series.) The person running the pre-written module has about as much influence over the story line as the computer, none. Even being a hard core "role player" I found myself wishing for combat so I could do something to effect plot.

    I knew too much about the game system to play NWN. I built a character that killed everything in about one hit. It wasn't much fun to play after that. The plot came down to "get this item and bring it back". I'm not purely an acquisition of power motivated gamer so I lost interest.

    I'm waiting for a game that can bring me the "other half" of the RPG experience. A non-linear, character driven system that focuses on how well you play your character, as opposed to how many combats you survived. Powerful characters should only be played by people who can handle them. Unfortunately when time is the only factor to acquisition of power you find a group of very powerful characters played by people not equipped to handle the responsibility and the game breaks, horribly. This is true for any version of D&D, Everquest, "Living" games and even the Camarilla.

    How about a MMORPG that employs people to be real dungeon masters? Yeah, thats going to happen .. *sigh* no one is even going to pay me to run a good game.

  90. Bah! by SyntheticTruth · · Score: 1

    Advanced D&D -- more rules and more money to buy the rules (gawd help you if you were the DM -- ya needed to have ALL of this). Simple enough for ya?

    Ugh. That is a simply fallacy that the publishers want people to think. I have DM'd since I was 14 (16 years) with very little money. Even today, now playing D&D 3rd Ed, I use the DM's Guide, Player's Guide, and MM I & II. That's it. The rest comes from my imagination and a little elbow work in creating my own content, monsters, and such. For me, at least, that is the fun of being a DM. I like to devise the settings and threats, and watch how the players handle it within their character's abilities. Sometimes, I am suprised by their own creativity in solving problems. We have a wonderful balance of actual role-playing (sometimes, whole sessions dealing with a major npc) and action.

    All the books in the world is not going to help that.

  91. Nooo by Anonymous Coward · · Score: 0

    /. linking to k5? ... worlds ... colliding...

  92. Notes from an old school D&D-er by fudgefactor7 · · Score: 4, Interesting

    D&D 3E (and 3.5E) have come a LONG way from their humble roots, and for the most part have fixed every stupid-ass idea to choke the genre except hit points.

    This is an artificial mechanic that never worked well. Never. Green Ronin, for their Mutants and Masterminds game (a superhero d20 game) eliminated hit points in favor of a "Damage Save": if you make the save (like any other save) you take no damage, fail and take damage in various levels.

    This totally fixed the HP problem, and works well for a superhero system--the problem lies in taking that idea (simple as it seems) and applying that mechanic to the fantasy element. The result is usually characters dying faster than before--which may even be more "real to life".

    Levels, to an extent, are also broken; but they're such a mainstay of the genre that eliminating them from D&D altogether would be damn-near impossible--and unwarranted. Such a thing could kill the player-base. Players like levels, it's almost like dick size to them.

    For a MMORPG how they handle these two things is key. The rules weren't written for computers at all--they were written for a GM and players. No matter how many CPU cycles you put into it, a computer will never "out imagine" a human. Thus you get canned effects and hard-coded plot points that need to be met.

    I'm kind of amazed that it works at all, actually.

    1. Re:Notes from an old school D&D-er by argStyopa · · Score: 1

      Green Ronin, for their Mutants and Masterminds game (a superhero d20 game) eliminated hit points in favor of a "Damage Save": if you make the save (like any other save) you take no damage, fail and take damage in various levels.

      Actually, I think Harn did it first, and better than M&M. Rather than "counting down" from a starting HP total, it went the other way. IIRC, you'd take damage points and these would be a modifier to the roll against your Con (?), fail the roll to a certain level, and you were unconscious. Fail it too far, you're dead.

      I always liked Harn's combat system. Very quick, very realistic. But then again, I preferred realism to high fantasy and my players didn't. :(

      --
      -Styopa
    2. Re:Notes from an old school D&D-er by Azghoul · · Score: 2, Insightful

      Players like levels because they're addicted to the idea of video game-style RPGs. Players who love levels are not the sort who play for the sake of creating a story... which is sad.

      Go ahead and kill the d20 player base if you ask me: there are far better systems out there if you want to tell stories, and if you like levels that much, just go play Diablo!

    3. Re:Notes from an old school D&D-er by Anonymous Coward · · Score: 0

      The Unearthed Arcana book contains a variant wound system which replaces the hit point system. There are also other variant rules for Armor as damage resistances instead of a hit/miss adjustment, variant spell usage using spell points (like power points for psionics or mana from other game systems, i.e. non-Vancian magic).

      If you want alternatives to many of the "it's there because it has always been there" rules in D&D, check out the Unearthed Arcana book (not Monte Cook's Arcana Unearthed).

    4. Re:Notes from an old school D&D-er by Anonymous Coward · · Score: 0

      Hit points are a carry-over from the original _Chainmail_ miniatures rules on which the first edition of Dungeons & Dragons was based.

      In the original miniatures rules, each figure represented a unit, typically of 20 men. What we percieve as "hit points" loss actually represented men killed off from the figure, and others in the rank behind them taking their place.

      The notion of "you don't lose any abilities until you're at 0 hit points" resulted from an attempt to apply these miniatures rules to figures that only represented a single person.

  93. Re:The problem is ... by Anonymous Coward · · Score: 1, Funny

    How are Werewolf and Mage archtypal goth games?

    Wraith and Vampire, yes, very clearly. Werewolf is a game for eco-freaks and Mage is a game for pretentious pseudo-intellectual f***-heads who read the Philosophy of the Matrix and talk about the I Ching.

    Hunter is for DnD players who want to kill White Wolf playing goths and spend half the game buying guns and explosives. Demon is for Kevin Smith fans. Changeling is for 40 year old overweight virginal women who cast love spells and wear gossimer wings.

    If you're going to stereotype, get them right.

  94. The obvious problem by Illserve · · Score: 1

    Is that D&D has many rules and abilities that are activated or deactivated on a very short time scale, ie seconds. Even in fast running PNP game, you have minutes to think about what you'll be doing in each 6 seconds.

    In a computer game, 6 seconds is 6 seconds, and there's no way that a well designed character can make good use of his various abilities and feats.

  95. Poorly written and poorly thought out by Anonymous Coward · · Score: 0

    This article was very poorly written and not very well thought out. If the author did have useful points to make, they were lost in their inability to utilize the written word to convey them.

  96. I'm the author. by dolo666 · · Score: 2, Interesting

    > Most of the author's gripes were about storyline or AI.

    I'm the author of the k5 article, and I will say that my problems with TOEE are rules based problems leading to systemic bugs. The d20 rules are too subjective, and as a result, an objective use of them failed the game. Without a DM to ref the gameplay, TOEE suffers from a lot of leftover problems from implementing the d20 system. Most of the bugs in the game are there as a result of the rules and the needed programming to sustain the rules.

    Furthermore, I pointed out in the article that these problems come from a plethora of complications as a result of using d20; the publishers were expecting miracles, the designers were playing whack-the-mole with bugs, and the system was very difficult to get under control.

    The story module that this game was built on was likely one of the better elements of the game, IMHO, because it was a classic module for Greyhawk, and it's indeed a very fun world to play in. The story of the game could have been better implemented, but I maintain, and I maintained in the article, that the designers were likely too busy working on problems with d20 to have time to work on the more abstract elements of the game. You don't have time to tell a great story if you are too busy doing other things.

  97. Really Bashing TOEE by panda · · Score: 2, Insightful

    The article is really just bashing the implementation of the D20 3.5 SRD in TOEE. It then tries to generalize to all CRPGs based on a review of one game. Sorry, but that doesn't cut it with me.

    I really think that the best implementation of D20 on a computer is Bioware's Neverwinter Nights. It does a good enough job of implementing the rules and is still playable.

    What makes NWN so great is the toolset that allows you to create your modules, set up servers, and play with other people. The also have a DM client that allows you to play online with a human DM. This is the closest you are going to get right now to a tabletop RPG on a computer.

    NWN has become my RPG fix. Since I moved to MA from KY in 2002, I've not found anyone in my area that plays RPGs, so I started playing NWN online with other people. It's great fun.

    I do think that for a single player computer gaming experience, the D20 SRD is a bad choice. Bioware's implementation is as good as it gets, but single player is just so boring. I much prefer playing with others online.

    --
    Just be sure to wear the gold uniform when you beam down -- you know what happens when you wear the red one.
  98. My favorite p&p gaming system... by Anonymous Coward · · Score: 0

    was Shadowrun's style of "character has this, so lets see what they can do".

    I never got into that whole Levels thing from D&D and similar RPG's because it never felt "intuitive" to me.

    For example, D&D's maximum number of spells cast per day per level thing. Why? If I'm just lighting a cigarette with a tiny fire spell, why should that mean I can't cast jack for the rest of the day?

    I much prefered Shadowrun's method of differentiating between "Mental" and "Physical" spells, and then rolling twice. Once to see if the spell had the desired affect - light up a room, shield a companion, or incinerate an enemy - and then you'd roll again to see how much the spell affected the caster, with him using his mental prowess to avoid being fatigued or damaged by the after effects of his own magic.

    This system worked out great for various adventures, and it meant that once in a while a newbie player character who just got caught in a bad situation could pull off one "do or die" attempt at casting a D&D style level 20 spell, and possibly get away with it, or if a really high level character was fatigued from a strenuous Run, it would show in his lack of ability to do stuff as the day progressed.

    I think it made for a more realistic style of gameplay, and let the players feel that even if they were newbies, they could still participate in a session with more experienced players.

    I especially liked Shadowrun's basic XP system. If you want to improve a skill, use it. No uping your firearms skills if all you did was whack people with your katana, or drive all day.

    I also liked the relationship between character add-ons. The whole "Essence" deal was good if you wanted to create a character that used "cyberware" and still play with magic. Too much tech, and you suffer a reduced magic ability, but you could improve this over time as your character gained XP's for utilising their magical skills and building their mental abilities.

    I only played one magic user while I played Shadowrun, opting for the more techy style Decker (like a hacker but wierder :), and Street Samurai (expensive thug), but I also played a physical adept (think warrior-monk but bigger and faster) and that troll was my longest played character, and thanks to a good GM he was well positioned to flow "naturally" in the story without disturbing the other players who liked to do their own thing.

    We had some humurous, to us, situations thanks to the GM adjusting the game as our chars grew, like when my phys adept tried to use a box and arrow (bow's draw comparable to char's strength - I got more piercing damage than a .50 sniper rifle) on another troll phys adept, who just happened to have "missile grab" or whatever it was called.

    Fired the bow, GM says "With your heightened senses he seems to stand stock still, as though ready (roll dice) and suddenly catches the arrow."
    I said "Motherfucker!?" and rolled to see if I can leap the barricade I was ducked behind, run over in about 5 turns, and thump the other phys adept.

    Best of all with Shadowrun you only needed one book, the main rules, and a fairly imaginitive GM to play, and the few expansion books - for comp tech, body tech, magic, additional pc's and npc's - were pretty detailed and very well laid out - last time I looked anyway.

    [Apologies to current SR players for any mistakes. I haven't picked up a char sheet in about 9 years.]

  99. Sounds like the author is clueless and whining... by PortHaven · · Score: 2, Interesting

    ADDRESSING THE PROBLEMS!

    "The rule, it seems, is that when a monster identifies a target, the monster will stick with the target until death. Now if it were me, and some guy is standing there like a statue, I would ignore him."
    [[[I am familiar of no rule in the D20 system that says a monster has to attack the same person repeatedly, nor that the monster has to only attack on individual. Hmm...in fact, I've fought creatures that have attacked myself and several companions in a single round. Dragons are a good example....

    No...this is an attempt at an excuse for poor AI logic. A simple flag would have resolved this problem. "IsTargetCurrentlyAttackable". If equal "1" continue attack. If equal "0" select new target. Problem resolved. Has no relation to "D20" or "RPG"...was simply a programmer caught in a failure to cover all the scenarios. Yes, that is a challenge. With a PnP-RPG the GM can respond dynamically where as in a PC-RPG all such responses must be coded in the AI. But hey, that's why it's called "AI" or "Artificial Intelligence".
    ]]]

    "This is the first chip against TOEE's use of d20; what would it take to have a mini-quest given to each class/alignment suited for both these vars?"
    [[[Not too much...could simply be an option of "raiding the nearby village for $$$" or "defending nearby village from raiders". Do you lead the rampaging greedy hordes or do you lead the peasants defending the farm. Which ever side you choose (based on alignment...which adjusts based on actions) determines which side you lead. Now was that so hard?]]]

    "Considering, there are nine (9) possible alignments and eleven (11) classes that you can start out with, you can now see ninety-nine possible story threads"
    [[[I disagree....as it doesn't matter WHAT a character's chosen alignment is, rather, their actions should affect alignment (per D20 rules). There really are only a few distinctions to affect story plot. "Good, Evil, Neutral". Are you helping, destroying, or staying uninvolved unless it affects you directly. Someone passing up many quest opportunities would move to a neutral state. One doing evil or greedy tasks would move to evil alignment. And one being helpful = good. That's not a giant big deal. KOTOR does this easily with their Darkside/Lightside. I don't see this as an issue. The other end of the spectrum (Chaotic/Lawful). Simply goes to whether you are dependent of a code or not. Thief's honor (example: "Memba is a member of the thieves guild...picking her pocket would violate the thief's code of honor." Doing so would move you from a lawful to a chaotic state. The state really should have minimal affect on plot other than interaction and perhaps the benefits one might receive. If you pick pocket you find a "journeyman lockpick" if you had just talked to "Memba" she'd have given you the pick. I see this as more whining.]]]

    "Scroll Bugs and a Solution"
    [[[Not quite getting what he's trying to say? *shrug*]]]

    "The first premise of this new system is that all things are created equal. Effects are equal to all other effects of the same level, and such effects are standardized to be simple to adapt to CRPG or PPRPG."
    [[[Never going to happen....because a creative person will find an time to use said effect when it is most helpful. Example: freeze monster...nice effect. But in a canyon, freezing the monster in a narrow path is much more effective when it blocks the 5 other monsters behind it. Lob grenade...thunderstones.]]]

    BENEFITS AND EXAMPLES:

    First off, Morrorwind is an amazing example of a game based on what PnP-RPG'ers are used to. Stats, construction, growth, etc. Now for some the slowth growth at first (very MUD-like in that manner) was too much for the casual Comp-RPGer. But a lot of die-hards loved the depth of that game.

    Star Wars: KOTOR uses the D20 system and seems to do so quite well. Furthermore, it was very easy for me to get used to as I was familiar with the D20 system (D&D, Wheel of Time...but not SW). It wor

  100. Re:The real trouble with using D&D rules in vi by argStyopa · · Score: 2, Informative

    Thereare a few problems with the article. First, the writing:
    The problems experienced by TOEE users might be best described as systemic, rules based problems that were not developed by Troika, but by RPG rules publisher Wizards of the Coast (WotC), a bastardized version of what TSR used to be in its hey-day, prior to the removal of a very important figure from the company: The Father of RPG, Gary Gygax, first created Dungeons & Dragons with a bunch of people who hung out with him regularly, and it was through this intensive and subjective process that the rules of all future video games were spawned.
    Huh? Nice sentence.

    Second, his comment about "Meld into Stone" isn't a fundamental flaw in crpg systems using d20, it's nothing more than a bug in prioritization during combat for the AI. BFD.
    (And, his experience with P&P RPGs is pretty freakin' sad if the only way his DM would resolve such a use of the spell would be to whack them with a 50d6 lightning bolt; I'd say his P&P weren't all that bug free either...)

    He's barely coherent in much of his commentary, such as this paragraph: Right away, TOEE is behind the eight ball in terms of fluidity; the publisher must be held accountable for this, as publishers set the cycles of development in terms of funding and maximum resource allocation into projects. While some would say that developers determine scheduling, I am a firm believer that the market and external factors truly determine development cycle. Atari is an arcade games manufacturer, and therefore they must have thought in terms of the arcade lifecycle, and not what Troika was going for, which was the conversion of PPRPG into CRPG (something that could have worked if enough time and money was devoted). ...The result is a good experience, with beautiful environs and general ease-of-use, and all types of cubism present in Arcanum are missing from TOEE; therefore, any problems are not graphical in TOEE, IMHO.
    Again, HUH? WTF are you SAYING?

    I gave up reading it about halfway through, frankly. The guy can barely put two words together to convey a thought.

    The problems with d20 as a CRPG ruleset are many and varied. The problems with d20 rules THEMSELVES are many and varied.

    This article really illuminates nothing, and isn't anything more than a rant about someone who was disappointed with their CRPG purchase. So?

    --
    -Styopa
  101. Funny DM story... by Anonymous Coward · · Score: 1, Funny

    When we started out, we would always screw up drawing our map. Out of frustration, our DM would pull the sheet of graph paper over to him and start correcting our mistakes. If we did this enough, inevitably it would go like this:
    "...and this wall goes five blocks here to the secret door... shit!"

    But the greatest was in a large castle where we got to the treasure room pretty quickly (this was intentional) and saw a pile of loot. It was at the end of a hallway. Problem was there was a large holes in the ceiling and floor of the hallway, with about a 250mph wind whipping through it. The story was some crap about the castle's ventilation system. He was trying to tease us with the view to get us to spend a month trekking through the castle. Well, after getting pissed off, someone in our group realized we had an enlarging potion (or spell or something), and got the bright idea to cast it on our paladin's shield as he threw it over the hole. The shield expanded, capped the hole, and proceeded to help ourselves. We eventually negotiated with the DM for half the loot, since he threatened to make us spend the next six months carrying it all the way back to town.

  102. Never the Same adventure twice! by BobRooney · · Score: 3, Insightful

    The difference between a true PnP game of AD&D and the computerized experience of a D&D themed game can be slight or immense depending on the skill of you RL GM compared to the auto-scripted content of a computerized world.

    A bad/unimaginative GM is little better, or possibly WORSE than online or computerized gaming environments. In contrast a talented GM will bend the adventure to fit the individual characters involved.

    A good GM is many things, including an Actor, Story teller, statistician, and above all else a quick-thinker. Players like to try and out-smart the GM and a good one will do their best to limit how successful their players will be, preferably in humorous ways.

    The real trick is the Story-telling apect. A good DM makes you believe you're actually in another world. That suspension of disbelief is only maintainable if the number crunching is done quickly and with as little distraction to the players as possible.

    Computational talk should be limited to "Roll for Perception", or "Roll to hit" and even then it helps to not get too into the numbers. A good GM hears your roll and paints a picture of the action it caused.

  103. Third edition fixes pretty much all of that, along with about a million other rules complaints I could make about 2e.

    I'm not going to claim 3e/3.5e is perfect, but it's pretty good. I'd eventually gotten tired of all of the fundamental flaws in 2e and given up on it, and it took friends of mine a while to coax me to give 3e a chance and play it. After that, I couldn't believe we had played 2e for so long -- there are just so many rules changes that not only make the rule much simpler and easier to understand, but also just plain better. I spent the first few times playing 3e saying "Why didn't we ever think of doing it that way?" about a million times.

    Give it a try sometime, I don't think you'll be disappointed. Like anything else, I think it's easier to see its strengths and weaknesses in play rather than simply by reading the rulebooks.

  104. Free Will vs. Determinism in RPGs by goodviking · · Score: 3, Insightful

    One of the major issues that I have with CRPGs is that ultimately, regardless of how good the AI in a game is, you are still fundamentally limited in the possibilities for game play. It's like a big "Choose Your Own Adventure Book". Maybe every so often you flip a coin to choose the next page, or maybe there are so many paths that you can't enumerate them all before you just get bored, but your still limited.

    I contrast this to pen and paper games like D&D or Palladium (my fav fantasy). You are limited by the creativity of the GM, and the limits of your belief in human free will (and how long the pizza lasts). It's always been the unexpected turns of other players that makes these games fun to play.

    1. Re:Free Will vs. Determinism in RPGs by Anonymous Coward · · Score: 1, Interesting

      You have obviously never played with some of the unimaginative Dungeon Masters that I have, who became unimaginative GameMasters, who became unimaginative StoryTellers...

      So, how many times have you started out the adventure in a tavern?

      Humanity is no sure sign of creativity. And I've seen the toolkit for Neverwinter Nights (which is almost the same engine for KOTOR, but different Art Resources). It's capable of a lot more depth than many P+P modules have built into them.

    2. Re:Free Will vs. Determinism in RPGs by Anonymous Coward · · Score: 0

      I can't speak to the 'story' aspect, but how about Everquest?

    3. Re:Free Will vs. Determinism in RPGs by goodviking · · Score: 1

      I agree, and I should have broadened my scope to include not just pen and paper games, but to any game in which the ultimate intelligence is driven by human interaction. This can also include minatures, card games, etc...

  105. The Power of God! by Anonymous Coward · · Score: 0

    Is the author of that article trying to say that God only has 50 hit dice? That's not many for God.

  106. Possible in MMORPGs but not in CRPGs by Sylven_1969 · · Score: 0

    First off "The Temple of Elemental Evil" is not a very good example of a CRPG. It's bug ridden and to put it simply it's "NO FUN". Their whole selling point was the use of the D&D rule set. If this is what a CRPG is like using the D&D rule set then I do not want to play. The author mentioned "standardization" of character classes which is a horrible idea. A game where every class of character levels up at exactly the same time with exactly the same benefits gained (same number of experience etc..) would become extremely boring quickly. A magician should be harder to level up because of the fact that at high levels they are far superior to other types of characters (ie. a rogue or ranger). Working hard to grow your character in a CRPG is one ot the things that makes it like PPRPGs. You learn to love your character from his traits to his personality. As far as getting the true "story telling" and "openness" of a PPRPG in a CRPG is impossible. The lack of being able to grow the world "around the characters" within that world make it impossible. However it is very possible within an MMORPG. For example I play The Eternal City (www.skotos.net). In this MUD as I'll call it, the GM's are constantly adding to the game world. They add new skills and new areas. They have added things such as "hunters that can fish and trap" to "Tailors that can create all kinds of custom clothing". These are things that your character can learn to do , or they can simply buy required furs or clothing from another character that is a hunter or tailor. They have added things such as the coliseum where they hold GM led events such as trials to determine the fate of criminals to the "Auction House" where you can take your rare and/or common goods and hold public auctions. You can even buy parchment, quill and ink and if you are "literate" you can write up and post your auction or other event in public places such as INNS. My point is that these things have "been built around" the players. The things that can be built within TEC are infinate and the same is true for other MMORPGs. However in a CRPG about the best you can hope for is an expansion that adds some more skill sets, character classes, mosters, dungeons etc... Bottom line is that to try to reproduce PPRPG options in a "boxed for the shelf" CRPG is like trying to squeeze an elephant into a sardine can. It's not going to happen.

    --
    Jay Dale "If you're not living on the edge then you're taking up too much space!"
  107. Creating good roleplaying rules by samwhite_y · · Score: 1
    I have spent more of my life than I should trying to analyze the designs of various roleplaying systems. In none of the remarks, have I seen anybody say some of the obvious truths.

    A good roleplaying system has three fundamental things it wants to achieve.

    1. Simplicity. Simple enough that users can anticipate the results of their choices. If I use the +2 sword of summoning vs. the 20% magic resistance fire sword, I as a user will know how this choice will effect my combat results.

    2. Faithfulness to the genre (this is sometimes construed to mean "consistent with reality" or "known facts"). My large sword should hit less often but with more damage than my dagger.

    3. Balanced (multiple different strategies to create a successful outcome). An elvish druid is a fun and successful character to play as a Ogre barbarian fighter.

    These three things are often fiercely in contention.

    As an example, D&D does one thing that gives it both a huge advantage and liability compared to most other gaming systems. All players in a party can simultaneously roll to hit. All defensive rules are precomputed to the point that the attackers can just roll to hit and roll their damage. This makes D&D game play lightning in speed compared to a lot of other systems. However, it seriously impairs believability of results. Parrying, dodging, tumbling, grabbing, and pinning all tend to be rare. It takes a lot of the dynamic out of the fight.

    As another example, some gaming systems make you roll to determine which precise parts of the body you hit, what types of effects your defensive maneuver and armor had on the attack, make you track how much you are bleeding (and from what body location). They will also decide how much stamina you still have for the fight either in courage or physical awareness. In these gaming systems, there is usually a clear best weapon, best armor, best attack and defense strategy, and best type of racial or profession choice for characters. Also, it can be very difficult for players to figure out what is happening during a fight and how their choices impact the results of the fight. These systems are faithful to reality at the expense of other game play.

    One more example is how experience is earned and used. Do characters only get experience when they do the big thing (kill a monster, cast a spell in combat), or can they get experience just "practicing"? Do they get better incrementally or are there "level" jumps? If you try to do the realistic thing here, you are usually choosing the more dull and messily complicated solution.

    My favorite pet peeve of all roleplaying systems I have ever played is the lack of balance. In D&D, mages start out weak and puny and then are like gods compared to other characters at higher levels (as long as they have a good set of high level warriors to act as bodyguards, thieves to do the dangerous bits of exploration, and clerics to act as hit point regeneration reservoirs).

    In practically every roleplaying system certain characters, certain spells, certain skills, certain weapons, certain stragegies are clearly superior to most other choices. It is a rare game that is truly balanced. Most games cheat by making certain skills only available to certain characters and then making those skills required for success of the party. In those games, some people always have to "sacrifice" and choose to be the non combat oriented healing cleric.

    1. Re:Creating good roleplaying rules by JCoplen · · Score: 0

      "2. Faithfulness to the genre (this is sometimes construed to mean "consistent with reality" or "known facts"). My large sword should hit less often but with more damage than my dagger." Um, I take it that you have never fought in your life seeing as how what you said is so blatantly false. I can swing a sword as fast as I can swing a dagger. And know what? I'll hit more often due to weapon length. You - go get a clue before saying something so silly.

    2. Re:Creating good roleplaying rules by samwhite_y · · Score: 1
      Actually I was referring more to a standardly implemented mechanic in many roleplaying games, than an actual statement of the real utility and speed of large swords vs. small daggers. However, I would say that if the sword is large enough, then a person with a dagger is likely to have more moments of "action". However, the person with the dagger usually has penalties when trying to hit (a large sword can be used to keep an opponent at a distance), so the end result is that with two evenly matched contestants, the person with the dagger may actually "successfully" hit less often.

      However, if you are claiming you can swing a LARGE sword as fast as a dagger, then you are working with a different set of laws of physics than I am.

  108. he's whining by SharkPork · · Score: 1

    What I got out of the article is, "No fair, they don't design pen and paper RPG rules with computer play in mind!"

    To my thinking, it's a pen and paper RPG game... why does it have to work exactly the same on a computer at all? I mean it's not like the rules are actually hard and fast "you MUST do EXACTLY as the DM/Players guides say."

    Right in the book, it says they are only suggestions, guidelines. Really, what (to me) makes a great roleplaying session is the departure from those rules in subtle ways that makes the game more personalized and just a better story. After all, that is what Role Playing is about, making a story about "what if". It's really hard to make departures like that on a computer that's only programmed with two or three responses to any given choice in an RPG.

    I do agree with the author's cynicism of WotC though, I haven't liked that company since they screwed up Magic: The Gathering by releasing version after version after version, without thought to gameplay, or at least not much.

    Overall, though, I don't think that you can truly make a "proper" RPG on a computer, because of that lack of human element. It's fun to play computer games, and it's fun to roleplay, but I think that the pen and paper RPG's are better, because in the end you make a better story, and you actually have interaction with People, in Real Life, not with someone on the other end of a keyboard...

    but what do I know, I only play the games, I don't make them.

    --
    If you can read this, you are most likely close enough.
  109. Re:d20 D&D would be easier to implement in a C by AliasTheRoot · · Score: 1

    You want to watch that, there are certain exclusions with d20 regarding "Interactive Games"

    The way I read it is you can use the rules, but you cant call it d20 or reference d20 - but i'm not a lawyer.

    http://www.wizards.com/default.asp?x=d20/oglfaq/ 20 040123i

  110. Direct download of Summoner Geeks by TwoPumpChump · · Score: 1

    Without needing to register with ifilms and dealing with all that crap, go here instead and just download the .avi, or if you're really lazy then just direct download SummonerGeeks.avi this way.

  111. That's too broad by lazyl · · Score: 2, Insightful

    It's taking on a role enacting things you don't normally do

    That definition applies to, like, 90% of all games. It would apply to all FP games (from DOOM, to Halo, to Spliter Cell); it would apply to all sports games (if you don't play those games in RL); basically it applies to pretty much everything, except puzzle games and such. And, yes, technically all these games (e.g. Halo, etc..) are "role-playing", but they aren't RPGs. And the parent poster's defition: 'Roleplaying is taking all the good and the bad of a character and making due with it' is extremely narrow. That's a part of role-playing, but it's not the defintion.

    A distinction needs to be made between 'role-playing' and the RPG genre. People can have differing opinions about what constitutes 'role'playing', but the defintion of the RPG genre is a lot more well established. In the RPG genre there are two extremes. On one side are the adventure games (e.g. Sierra King's Quest), and on the other side are the hack-and-slash games (e.g. Diablo). What do these games have in common? Uh.. nothing. Currently the RPG label is applied to everything that falls somewhere between those two. Personally, I think there should be three separate genres here, one for each of the extremes and one for the middle (when a game contains both elements). Those divisions sortof exist today ('Adventure RPG', 'Hack-and-Slash RPG), but everybody always uses the term RPG to refer to one or all of them.

    People shouldn't get all riled up if a game labeled an 'RPG' doesn't have enough role-playing elements for thier taste. The RPG genre and the defintion of 'role-playing' diverged a long time ago.

    --
    Aw crap, ninjas!
  112. Don't Forget Fritz Leiber by SeanDuggan · · Score: 0

    While Tolkien contributed a lot of the mythos, I've seen arguments which make sense to me that a lot of the style of the world was drawn from Fritz Leiber's Nehwon tales of Fafhrd and the Grey Mouser. *shrug* I guess part of it depends on whether you play the "epic heroes" or the "people surviving and living their lives" type of campaign.

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
  113. Differing design requirements by billtom · · Score: 1

    While the k5 article was almost incoherent. I've often felt that game designers were making mistakes in trying to adapt PnP rules to CRPGs. But more for the simple reason that different game mediums have different design requirements, strengths and limitations. And a set of rules designed for one medium will obviously struggle in another. For example, try to make a card game out of the Monopoly rules.

    The game-rule parts of CRPGs generally work much better if the designers create a whole new system which plays to the strengths of CRPGs. (That's not to say that the game will necessarily be better, there are more factors to a game than just the rule systems.)

  114. Really? by dolo666 · · Score: 1

    I'm the author of the article at k5, and I just wanted to ask you a few questions and respond to your comment:

    > Once anyone focuses more on making the RPG compliant so that the numbers balance out, they've lost the point of the game altogether.

    The compliance that I'm talking about has nothing to do with stats; it's compliance of concepts to enable better programming. This compliance is stats-based, but it's also hearted in the role playing experience.

    The best games I've played were from first to third level, when the whole backstory is focused on, and the character is being melded into being. The story is what I focus on when I DM, and I often simplify results and stats in order to achieve a faster pace of decision making. Role playing is about the player's decisions and how they change the story.

  115. D&D/D20 is specifically the problem by Kirth · · Score: 1

    It's not that P&P RPG-rules are not suited to CRPGs, its D20 specifically.

    A system which consists of more exceptions than rules is just not suited for that (and IMHO also not suited for Pen & Paper).

    Take RuneQuest for example: Clear, elegant rules. Everything adheres to the standard, a dragon is described by the same physics as a human. This is the kind of rules you want. No levels even, you get better in what you do by doing it, so some artificial caps aren't needed, since the best fighter can still fall.

    FallOut is very near RuneQuest, in terms of game-mechanics, btw.
    --

    --
    "The more prohibitions there are, The poorer the people will be" -- Lao Tse
  116. Re:The real trouble with using D&D rules in vi by Destoo · · Score: 1

    This article really illuminates nothing, and isn't anything more than a rant about someone who was disappointed with their CRPG purchase. So?

    Actually, this article seems to be a push for his RPG Standards Compliance system.
    This article is a bait-like makteting device masquarading as an analysis.
    It's a good move to get the visibility needed.

    I could be wrong, but it smells like it.

    --
    Nouvelles de jeux et technologies en français. TC
  117. A Gazebo by Hut_Mul · · Score: 1
    My favorite DND story:

    ED: You see a well-groomed garden. In the middle, on a small hill, you see a gazebo.
    ERIC: A gazebo? What color is it?
    ED: (Pause) It's white, Eric.
    ERIC: How far away is it?
    ED: About 50 yards.
    ERIC: How big is it?
    ED: (Pause) It's about 30 feet across, 15 feet high, with a pointed top.
    ERIC: I use my sword to detect whether it's good.
    ED: It's not good, Eric. It's a gazebo!
    ERIC: (Pause) I call out to it.
    ED: It won't answer. It's a gazebo!
    ERIC: (Pause) I sheathe my sword and draw my bow and arrows. Does it respond in any way?
    ED: No, Eric. It's a gazebo!
    ERIC: I shoot it with my bow (rolls to hit). What happened?
    ED: There is now a gazebo with an arrow sticking out of it.
    ERIC: (Pause) Wasn't it wounded?
    ED: Of course not, Eric! It's a gazebo!
    ERIC: (Whimper) But that was a plus-three arrow!
    ED: It's a gazebo, Eric, a gazebo! If you really want to try to destroy it, you could try to chop it with an axe, I suppose, or you could try to burn it, but I don't know why anybody would even try. It's a @#%$*& gazebo!
    ERIC: (Long pause - he has no axe or fire spells) I run away.
    ED: (Thoroughly frustrated) It's too late. You've awakened the gazebo, and it catches you and eats you.
    ERIC: (Reaching for his dice) Maybe I'll roll up a fire-using mage so I can avenge my paladin...

    Full story here

  118. Blech. Chart-master by Valdrax · · Score: 1

    If you play a simple fighter char with 3 weapons the most charts you will most likely ever see is 3 one for each of your weapons. Mage/cleric types need one or 2 charts for each of their spell lists and 1 for each different weapon / element thats it. we joke about it but there really are not that many charts or rules.

    Funny, when I play a character in BESM, FUDGE, or any of the diceless games that my group enjoys, we don't need ANY charts. It seems that we get about role-playing just fine without them. As a bonus, WE get to describe what we happens in combat rather than let some crit table determine how our attacks played out for us.

    Then again, we don't play games where fighting on stairs requires a move & maneuver check with reference to a difficulty table followed by a falling damage table check if you fail, nor games that have hygene checks to see if you've gotten sick from not bathing on a journey, nor games that come with 20+ pages of critical damage tables and seperate full-page tables for half your skills. "Rollmaster" is an abomination that plays more like a flowchart than an RPG if actually played by the rules, and if you're not playing by the rules, then why not get something that plays faster and cleaner?

    Want charts and rules ...

    Who does? I'll never understand people who revel in this sort of mathematical minutae and call it a game.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
  119. er, I think you're right... by freeBill · · Score: 1

    ...I was probably confused about it at the time. Now I've remembered my confusion instead of the accurate version. Ah, the travails of being an old man.

    --
    Eternal vigilance only works if you look in every direction.
  120. Clues... by freeBill · · Score: 1

    ...for guessing who I am.

    I'm nobody particularly famous. (So, it's probably not worth trying to figure out.)

    It was a pen-and-paper RPG, all too many of which were published about that time. (Although we didn't call them that back then.)

    An equally-unknown-at-the-time artist named Warren Specter once illustrated a magazine article I wrote.

    --
    Eternal vigilance only works if you look in every direction.
    1. Re:Clues... by po8 · · Score: 1

      Were you one of the T&T guys, maybe? I'd guess Rick Loomis or Michael Stackpole?

  121. Parent poster misremembers by Anonymous Coward · · Score: 0

    > It was a LOT more black and white -- Lawful Neutral and Evil. Not to note
    > that this makes no sense from a legitimate scale.

    Of course it makes no sense - you've remembered it incorrectly.

    The alignments in D&D were Lawful, Neutral, and CHAOTIC (not Evil), and the primary struggle was order/chaos.

    > Classes were limited...and levels were limited to a ceiling of around 20.

    This is not true for D&D. For the red boxed set you mention, there were no rules above level THREE. (Further boxed sets expanded that to 14, then 25, then 36, then various levels of immortality, but that goes rather beyond the basic set you're talking about.)

    This is also not true for AD&D - there were no explicit level limits (beyond racial ones), and there was even an adventure published for 100th-level characters.

    > Fuck, the last time I looked at AD&D, the books had gotten so out of hand...

    That you had exactly the same PHB, DMG, and MM that you'd always used, ignoring the new books unless you felt they'd add something to your experience?

    Nobody ever held a gun to my head and forced me to use any books outside the core ones. Perhaps your experience differed.

    Your rant is purely subjective, with very little objective merit (and I say this as a solid fan of original D&D - vive le boxed sets! vive le Gazetteers!!). By the time you add in the Expert, Companion, and Masters sets to get high-level rules, you've got just about as much complexity as the core AD&D books.

    AD&D had somewhat more OPTIONAL extra books (Complete X books, equipment guides, monster lists, different settings, etc. as compared to Gazetteers, boxed sets, Creature Crucibles, and so on), but that was largely due to its greater popularity as a system.

    And, bloody hell, man, if you don't want all the extra books, don't use them! (Geez, you'd think that was a hard concept...)

  122. Some supporting examples by Anonymous Coward · · Score: 1, Insightful

    Both parent and grandparent posters are dead-on that the article is nonsense, something that's sadly clear from the very first paragraph:

    > "rules publisher Wizards of the Coast (WotC), a bastardized version of what TSR used to be"

    Translation: "I frothingly hate WotC, and will take it as given that anything they have created is tainted and evil. I will proceed to rant now as if my OPINION were somehow fact."

    > "The Father of RPG, Gary Gygax, first created Dungeons & Dragons" ...with other people, most notably Dave Arneson.

    > "the rules of all future video games were spawned"

    Like BFGs, Sonic's prediliction for picking up shiny rings, and Mario's mushroom habit?

    > "Hit points, stats, skills and all were first developed by Gary" ...by reading what wargamers had been doing for decades...

    > "using Tolkien's work as a solid base" ...for making everything as close to Jack Vance's books as possible.

    FIVE major flaws in the article, and that's just the _first paragraph_! The original article is nothing more than an opinionated, unresearched diatribe. If there's anything of substance in there, it's pretty well hidden by the layers of ignorance, error, unreasoning hostility, and naked opinion.

    Who thought this was worth anyone's time again?

  123. Re:Sounds like the author is clueless and whining. by ultranova · · Score: 1
    The last caveat of that has failed on Comp-RPG is that no one has done a multi-player campaign RPG. In other words, one in which one player is the GM (and helps to change the weather, send out trolls, select rewards, complicate the story, etc.) and 1-4 others play via the internet together as a party.

    Neverwinter Nights has done this.

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  124. and that's why we play D&D... by Anonymous Coward · · Score: 0

    All weapons do 1D6.

  125. Not a very good article... by ildon · · Score: 1

    The article seems to imply that because ToEE was buggy and had some implementation problems, that the entire concept of using d20 as a basis for a CRPG is flawed. I can't disagree more with this. Anyone who has played Knights of the Old Republic knows that as long as you realize you're making a CRPG and don't try to perfectly emulate a PPRPG the d20 system can work quite well. I only lament the lack of multiclassing in KotOR...

  126. not-a-goth by Macgrrl · · Score: 1

    White Wolf - been there done that (ex-DST) TSR - got the RPGA membership card for a 'real' gaming experience try D20 Macho Women with Guns! cheers

    --
    Sara
    Designer, Gamer, Macgrrl in an XP World
    1. Re:not-a-goth by PsiPsiStar · · Score: 1

      Hm? I'm confused. Are you sure you meant to reply to my post?

      --

      ___
      It's the end of my comment as I know it and I feel fine.
  127. Over the Edge by xixax · · Score: 1

    My fave minimalist system is Over The Edge. It's got just enough dice in it to introduce the "shit happens" factor while still keeping the diceless feel. I also love the character design. I think a bit of chance is good for games, otherwise your character is not taking risks, but acting to the whim of the GM. For example, how does a GM decide that this is the time that a character screws up a slightly risky task they have done many times before?

    For systemless convention games, I go with whatever feels right. Mostly I just use narrative, other times I'll toss a coin (random factors) or play paper-scissor-stone with them (challenges).

    Xix.

    --
    "Everything is adjustable, provided you have the right tools"
  128. The Treatment of d20 is the failing of RPGs by Anonymous Coward · · Score: 0

    Some people think the d20 rule-set is the problem.

    However, the problem is the game engine's treatment of the rules.

    As a programmer, I know it's easy to get caught up in one's own rules, for sanity and stability.

    However, RPG programmers always forget ---
    1. The DM is always right.
    2. The DM has control over every outcome, etc.
    3. The story-line will unfold spontaneously.
    4. The world is dynamic and subject to DM whim.
    5. Chat should affects outcomes and conditions.
    6. Evil Actions attract Evil, and repel good
    7. All actions result in risk of detectability.
    8. NPC's remember you, if the DM allows this.

    All of the game engines have hard-fast rules for outcomes. Secondly, they imply they run the show.
    Thirdly, building the next level/room/terrain on the fly by the DM is non-existent.

    Someone said this with:
    >Personally, the hypothetical "best" CRPG would >allow GM interaction at whatever level was >required. A fast and clean implementation.

    I also agree with:
    >Considering that any CRPG ...lacks the >dynamic "Rules >Bender" called the Game Master

    The game mechanic, should always treat rules as suggestions, or building blocks for the DM's screen. Just because it is most appropriate for a given set of conditions to affect the outcome of a given action, doesn't mean that is what the DM meant to say. Any RPG that assumes this sucks.

    I also agree with:
    >A good GM makes the STORY run the game, not the >DICE.

    The first step to a story-led approach is to force the issue.

    This implies, the story better explain the outcome by labelling the causes as a set of conditions of the actor, environment or the acted upon, which affect the outcome; Although the DM is God, she should be forced to show how a specific condition caused a specific outcome to occur.

    >CRPG's don't know when to fudge a roll so the >hero can survive, or kill a monster, or whatever

    I agree; The Dice Roll must be fully controllable by the DM. To take this control away from the DM doesn't resolve DM honesty; It just forces the DM to ignore that functionality.

    >Any game that tries to port the inherently >unbalanced AD&D rules over is going to have holes.

    I don't think any rule-based system will cover everything; However, to NOT assume this, makes the existing software out there bad for P2P playing.

    I need to create creatures/rules/environments on the fly, I need to change an action's outcome by adding/subtracting/changing conditions that affect the outcome. I need both of these, while I play. If I can't, the software failed.

    We'll never get there, unless the only hard-fast rule is, "The DM is always right".

  129. Great next /. poll by Sabalon · · Score: 1

    or a question on a geek test.

    Have you ever implemented the dice roll tables from AD&D in a program?

    (ie. typed the chart in so the computer could understand it!)

  130. Not holes by Anonymous Coward · · Score: 0

    #0: a 12th-level fighter is far from being a normal human, so your intuitions about normal humans and crossbow bolts don't apply well. The fighter makes innate use of magic as powerful as that of the wizard, dodging and blocking blows that no normal human could hope to counter, and surviving wounds that would kill a normal man instantly.

    You're under the mistaken impression that a 12th-level fighter is just a normal person who's really good with a sword. If you want a more accurate idea, think of the characters in "Crouching Tiger, Hidden Dragon"; they ain't normal, and neither is the 12th-level fighter.

    #1: normal men never had 1hp on average; typically, they had 2-4. You are correct that small animals sometimes did too much damage, though.

    #2: a 1st-level mage can usually kill a powerful group of opponents with ease (Sleep) or enslave powerful allies (Charm Person); by high levels, his targets will almost always save against those effects, forcing him to be less direct... ...except in the new edition, where it just gets worse and worse to have a spell cast on you. Breaks the game, really.

  131. Ever wonder why you all got your asses kicked .... by Anonymous Coward · · Score: 0

    Holy crap. I have never read a more idiotic set of posts in my life. Debating the relative merit of fantasy based games, and their effectiveness on letting total social retards to live out their imposible dreams through die rolls? I now remember why the football team took such great pleasures in beating up on you D&D nerds... Christ, you deserved it. With luck, resident Shrub will declare D&D to be part of the Axis of Evil, and you losers will all end up in Gitmo Bay getting fisted by a marine. Of course, I'm sure one of you wankers has some kind of a "repels anal invasion" spell that you can conjure up.

    Now, go look in the mirror, and repeat after me "I accept the fact that I am butt ugly, terribly over weight, and socialy retarded to the point that human interaction is physicaly painful for all parties involved. Accepting these truths is the first step in re-integrating myself to society. Should society not deem me fit to exist, I will graciously take my own life for the overall betterment of the species".

    Stupid fuckin nerds...

  132. Re:D&D wasn't based primarily on Tolkien's wor by that+_evil+_gleek · · Score: 1

    That was the most claring thing about the article. Tolkiens influence is mostly limited
    to abilities of the elves, dwarves, and the subtypes of the halfings/hobbits.
    Anyway,in Tolkien's world it seems like you have to really be some kind of demi-god or subangel/demon type do use any magic. Quick, name a magic user in LOTR, or
    isn't an elf w/ a ring, or some kind of mi-ar (sp?). Gygax lists a large bilbilography
    in AD&D DMG 1st ed., many books and series are listed. and I think maybe, you're overstepping if you imply Jack Vance, exclusively -- But closer than the article at any rate. TO Me i don't care about d20. D&D went down hill about the time of 3rd ED rules,
    maybe the descent is now steeper.

    I see they now own STARWARS , too BAD. One of the cleverest RPGS was the original STARWARS RPG by West end games. You just used d6 and lots of them. Minimal Charts. The more d6's you had in in skill/ability the more normal the bell-curve, less erratic, and some point, and around midlevel, easy task are automatic As opposed to, the D&D rule, were no matter that your character is now 20th level Fighter-Lord with 10 retainers and a castle of men,there's still a 1-in-20 chances that you'll slip, trip, fall on your ass, do 1-4 points of damage to yourself, and chip (-1) your vorpal sword.

  133. I am the Author, and my reply... by dolo666 · · Score: 1

    First of all, let me just say that you do raise some valid points, yet you appear to think you know me, when you could not possibly know anything about me.

    To suggest that I know nothing about RPGs, is equivalent to saying that you are capable of knowing someone, and evaluating someone, after reading 2500 words they scrawled out for a discussion website. That demonstrates some negativity from you that is unwaranted, and offensive.

    > He uses buzzwords to hint at computer knowledge, but uses them in such a nonsensical manner as to suggest he's trying to get revenge on geeks for the jokes they've played on social science journals.

    In regards to the use of the phrase "server client", I believe I was missing a / character there. That was a typo. And actually it should have read "client/server".

    > And in what sense is Temple of Elemental Evil a client?

    The way I see it, TOEE is a client. Permissions must be met for it to run, and it must execute code under an OS in order to function. I guess I'm suggesting that the TOEE is linked into the operating system it's running under, and therefore it typically is a client. There's no multiplayer, but I believe there is cause to define programming video game engines, that the engine itself is the server and the client consists of the loaded modules/levels and media. That's the basic schema of video game design, so it does surprise me you did not pick up on this.

    > "intepreting rules" was the job of the programmer

    I strongly disagree. This is the reason that so many CRPGs out there have difficulty when they have been ported from PnP; the creators of the PnP are the rules interpreters, and they delegate that power by creating rules to the DM. Programmers need to get their grimy hands off of the rules, because the rules belong to the game designers!

    How it leads to standards violations is because the programmers are often overstepping boundaries by coding quirky routines in order to get necessary effects out of the game and squash bugs along the way. Often, programmers misinterpret the rules written by PnP designers, for what ever reason. When I create a set of rules for PnP, and someone takes them and interprets them, they may or may not understand my meaning; if I did my job, even, they still may misinterpret me. There are countless examples of this in TOEE.

    > The author makes some statements about Troika's development of ToEE. Maybe we could learn something from some of them. But how can we assume they have anything to do with the game's actual development, when they're surrounded by pure gibberish?

    This was kind of a troll statement, imho, yet I will answer it as if it was not. The gibberish you speak of, is perhaps your own inability to comprehend what I'm saying in the article. Perhaps you could provide some more examples of gibberish that I could answer to, and help you to understand better what I'm saying. You see, you are essentially proving, by misinterpreting my article, that programmers do in fact have a tendency to read things a certain way, and to some extent, form their own opinions on the material. My thoughts are that you perhaps failed to do your homework, or you were somehow incapable of reading the article the way it was intended to be read, and the blame, if any, would fit squarely on my shoulders, because I'm the author and it's my duty to explain myself coherently enough for others to understand immediately what I'm saying. Ahh, but of course; that is the way we all go through life, stumbling at times before some solid progress is made. Cast the first stone... :-)

  134. Gabe by dolo666 · · Score: 1

    If I knew it was that important for me to spell out the differences between the interface problems and the AI problem, it would have been an article about video game design, and not an article about standards. Just because your focus was not met in the article, is no reason for you to slight it, and without any supporting evidence, to boot.

  135. Huh? by dolo666 · · Score: 1

    From dictionary.com: bastardized

    adj : (fine arts) deriving from more than one source or style


    > Like BFGs, Sonic's prediliction for picking up shiny rings, and Mario's mushroom habit?

    I said rules, not design; you appear to be confusing the two.

    > > "Hit points, stats, skills and all were first developed by Gary" ...by reading what wargamers had been doing for decades...

    This appears to be out of the scope of the article; the article was not about wargaming.

    > If there's anything of substance in there, it's pretty well hidden by the layers of ignorance, error, unreasoning hostility, and naked opinion.

    You can discourage me if you like, but why? Why would you discourage someone for trying to identify with RPG and come to terms with some problems that exist in porting PnP to CRPG?

    We all have to start somewhere...

  136. Distributed Database by dolo666 · · Score: 1

    From dictionary.com: distributed database

    A collection of several different databases that looks like
    a single database to the user. An example is the Internet
    Domain Name System (DNS).


    Anyone who has coded a CRPG knows that there are quite a few tables and sometimes even interconnected databases in use at any given time while the engine is working; and for some, a bsp file could be considered its own database. Your comment was largely out of context, anyway.

    1. Re:Distributed Database by devnull17 · · Score: 1

      Umm, there's a big difference between having a bunch of connected tables in memory and a distributed database system. I'm not a lexicographer or anything, but I think the word "distributed" connotes an amount of (usually physical) separation between nodes. If you're talking about the back end of an MMORPG, you could probably get away with calling it a distributed database system. But not a single-player game--at least, not one that isn't running on a cluster or something.

      Yes, the comment was out of context, mostly because the parent post said pretty much everything I would have said about the article. If you'd like a more relevant critique, here it is:

      I think your article makes a few good points that are entirely misguided and more applicable to ToEE (a mediocre game at best) than to the d20 system as a whole (which has been behind a number of stellar computerized RPG's).

      Ideally, a set of rules works anywhere. There are three readily apparent differences between running d20 on a tabletop and running d20 on a Pentium 4: the lack of a [G|D]M, the inability of a game engine to understand English (or whatever language the user speaks), and, of course, the speed factor. The first two of these are major issues, and are probably the biggest obstacles in developing a good computerized RPG.

      Not having a human GM is a really big deal. In fact, it most likely alters the nature of the game to a major extent. Most good computerized RPG's fall into one of two categories: the linear story (sometimes called "the interactive movie") and the dungeon hack. Each of these lacks the amazing flexibility that tabletop RPG's have always featured. If you're looking for a freeform RPG experience, get some friends, some furniture and some Mountain Dew--you're not going to find what you're looking for on a computer. At least not until AI advances a good deal. If you start playing a CRPG (I've never heard this abbreviation before, but I'll use it from here on for brevity's sake) with the expectation of emulating the tabletop experience, you're going to be severely disappointed.

      I also think that you're unclear about where the line between d20 and D&D is drawn. d20 is nothing more than a set of mathematical formulas--spells, weapons, and even the attributes given to entities within the game are all part of the game, and not the system.

      d20, when properly implemented, works great for CRPG's. Look at everything that Bioware has produced over the last six years: Baldur's Gate, Baldur's Gate II, Neverwinter Nights, Icewind Dale, and Knights of the Old Republic were all fantastic, well-balanced games. All were based on d20.

      And if you're talking standardization of rules, this aspect is also independent of the d20 system. If ToEE is poorly balanced, it's entirely the fault of the developers--a die roll is a die roll; it's only the external factors (such as character stats) that cause imbalance.

      All in all, you make some good points, but grossy misapply them. It's not d20 that sucks, but ToEE. And you need to choose your words more carefully. Using big words where they don't apply only leads to confusion.

    2. Re:Distributed Database by dolo666 · · Score: 1

      > Umm, there's a big difference between having a bunch of connected tables in memory and a distributed database system.

      I would have to agree with you, but you can't deny that the use of distributed databases must be the proper direction of video game architecture. Look at MMORPGs, for example. They exist only because of the client/server architecture that relies on redundant distributed databases, or else it's going to cost them a great deal of money when the servers go down, or when a problem causes the player storage databases to lose sync, become corrupt and crash.

      > I think your article makes a few good points that are entirely misguided and more applicable to ToEE (a mediocre game at best) than to the d20 system as a whole (which has been behind a number of stellar computerized RPG's).

      You are welcome to this opinion and it would not be entirely inaccurate; but let's face it, I was talking about CRPGs and PnP, not specifically d20. True, I did use d20 as the primary example in the article, yet I was not bashing d20 for any reason. I was suggesting that with some standards compliance, much like we have seen with w3.org's XHTML and CSS, that RPG audiences would strongly benefit.

      > The first two of these are major issues, and are probably the biggest obstacles in developing a good computerized RPG.

      I would have to agree with you here; there is room for vast improvement in all CRPGs using PnP rulesets and I look forward to raising the bar with standards that work.

      > Not having a human GM is a really big deal.

      Again, I have to agree with you because I know this is true. Programmers can simulate the decisions the GM is going to make, and they can only go so far right now, but soon enough we will be in the position technologically to adapt systems that can interpret and prepropose new situations better than they do. Gandalf said that even the most powerful creatures can never see all ends and I really agree with him; video game designers can not see all ends, and GMs can't either. The difference is really felt when publishers put a great deal of money and effort into design teams, in order to enable a greater Return on Experience (ROE) for their games.

      > I also think that you're unclear about where the line between d20 and D&D is drawn.

      That was intentional because I believe we must look at many different systems if we are going to create meta rules that can profitably be adopted by companies producing PnP games.

      > Look at everything that Bioware has produced over the last six years

      Okay, now imagine how amazing the games would be if the team didn't have to struggle to meet the rules exceptions! Bioware spent a great deal of time tweaking the rules so they could work with CRPG, and let me just say that Bioware did an excellent job. Free up 750% of their time, and you would have seen more titles, more content, longer stories and even better profits for that company.

      Standards Compliance saves time and money, because the meta rules all work to be a foundation for the actual rules; and if the foundations are all the same, the games we love can be compatible with eachother. Wouldn't it be cool to bring characters from one game into another? Even from unrelated titles? Proprietary code means that there has never been a product from publisher A that worked with publisher B's new product, but I maintain that if this compatibility existed, everyone would be loving the games universe, and everyone developing games would be even richer.

      Like what if you bought Arcanum, and you played it but the audience fell off and there weren't any players around anymore? Well if you could take your character and import them into NWN, you may be inclined to buy NWN instead of being a hold-out. Then you could adventure with new people and use data from Arcanum's RPGSC files to enable NWN to work.

      > And if you're talking standardization of rules, thi

  137. I promise by dolo666 · · Score: 1

    ... that no Simpsons were harmed in the making of this article!

  138. Mod Parent Up by dolo666 · · Score: 1

    Finally someone with a brain; yes, D&D was created with multiple sources, but you are so correct in stating what should be obvious to most; everyone who has had anything to do with RPG has been influenced by Tolkien.

  139. Nehwon by dolo666 · · Score: 1

    Nehwon was a very fun experience for me to play; a DM once tossed my character into that realm for a quest and I enjoyed myself tremendously. He made excellent use of the Grey Mouser and Fafhrd characters. Fun fun fun! :-)

  140. Foolishness by dolo666 · · Score: 1

    Okay so you dislike my writing style, but trolling slashdot about it with a goofy post is just annoying to me. Why don't you discuss the article instead of going off-topic?

  141. This is partially incorrect by dolo666 · · Score: 1

    > Well the paper rules never cover anything about behaviour of the monsters in these situations unless it's something like fear/flee response, it's the GM that does so.

    Actually the PnP rules used *do* cover monster behaviour. I won't post the spell's rules here because of copyright, but that stats area next to the description of monsters indicates intelligence and the rules explain how behaviour is affected by intelligence. I can understand how you would miss this fact, because you have to connect the dots in order to fully understand the connection, but you really should research more before stating blatant falsehoods.

    You are correct about how this could be an AI problem, yet to me I think the developers did this behaviour deliberately. They left out many of the rules for Meld into Stone, as well; like the damage you take when the spell expires. The fact that the use of concentration was required in TOEE doesn't seem to be present in the rules, although I could be slightly misinterpreting them...

    Anyway, feel free to respond. :-)

  142. Wel... Standardization has a place, really. by dolo666 · · Score: 1

    > The rules aren't really that important in a video game, as opposed to a pen and paper RPG. It's mostly done behind the scenes.

    Well, that makes for a lot of different games, but it also adds to the development cycle, if you ask me. Do you know how long it takes to build the kind of rules that exist in many RPGs? Standardization could limit the length of time it takes tenfold, because rules could be moved from game to game, publisher to publisher, and that would make all our lives/jobs/profit margins easier.

  143. Good call. by dolo666 · · Score: 1

    > Having actually implemented AD&D rules in a commercial video game (way, way back in 1989) , I can say that the rules SUCK for computer implementation. There are special cases and exceptions to everything.

    This is indeed a very insightful comment; and it re-inforces the basic claim of my article. The exceptions are what makes it difficult to create a CRPG out of PnP rules, and debug efficiently.

    I enjoyed BG quite a bit, I might add.

  144. d&d rules - OUTDATED! (even when pollished) by dreamtide · · Score: 1

    I always wondered why everybody is jumping the wagon to make D&D compatible system a 'plus' to any RPG game.

    These rules where a good point to start with, since they offered a fair amount of complexity and a means to transfer the idea of RPG to PCs. But now I want just more. I mean not only more complex rules, I want them to be more reality driven. Like, I hate to feed the party with healing potions while figthing for instance. That is way to unrealistic behaviour, its ridiculous. Not that RPGs are realistic in the first place, but this is too far over the border.

    I want 'emotional stability' represented in the games. Someone who is instable will then not always achieve 'masterpoints' in 'leadership' for instance. It might even be, that this character fights badly due to temporary fear, even if he has 'conan' hitpoints. Also he might become berserk if a party member got kille. Whatever, just give me more flexibility and more interaction of the values itself, besides that just more values.

    It is good to have variable hit points, but, by use of strategy for instance, it should be possible to win 'david vs. goliath' fights.

    lets face it, as complex the D&D rules already are, it does not do much more to generall gameplay than working your character from a low level to a high level in more or less much time. There are no real surprises in between.

    To sum it up. D&D rules where good in the beginning, but I think it is wrong to now treat them as a quality mark, since IMO they do not even slightly meet current players wishes. It was a good starting point, but for long we passed the point where things should already have gotten us further in this regard.