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Elder Scrolls V

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snalin:
Too low fatigue, man. If it's lower than half, you'll start missing a lot, and misscast spells. You could hit stuff pretty reliably with weapon skills in the thirties if you didn't go into combat with fatigue a 0 because you had been running. A lot of people just put on always run, and forgot pretty much all about the fatigue stat, which made hitting stuff seem much harder than it actually was.

One big flaw with the was quests and storyline is laid up, is that unless you go temple (which is kinda boring and not easy to find) or Televani, you won't start exploring the grasslands and other cool places before late, late into the questline of your factions. Temple is recommended since a lot of the quests are pilgrimages, and lets you see new, fancy places.

And seriously, it's main quest is meant for level 60ish characters, but Solstheim is awesome.

Boro_Bandito:

--- Quote from: McTaggart on 03 Dec 2010, 10:09 ---You swing you sword to attack something. Then it rolls to see whether you hit and if you hit then damage is applied. Think of it more like a pen and paper rpg.

--- End quote ---

That is such an outdated way to deal with combat in an interactive video game though.

Also i was exaggerating as far as the actual percentage of chance to hit and whatnot for just example purposes, it still doesn't mean its a good system, but then again I'm just not a fan of anything that turns a video game into a spreadsheet as far as stats go, which will always without fail cause people to min/max, whether it be D&D, gearscore in WoW, or the entirety of EvE online. I just don't think its a way to look at a video game.

SWOON! at My Gravitas:
It's certainly a way to look at video games, just a way that mostly only appeals to a very specific part of people who play them

KvP:
The thing about Morrowind wasn't that combat was dice-based, but rather that if you used a weapon your character wasn't proficient in, you sucked ass with it (surprise!) That is not acceptable for the modern gamer, and it presents a problem for RPG developers... Without some dice element, you can't differentiate skill between character builds. The easiest solution is to restrict the weapons you can use with certain classes, the way ME2 did, but you can also let every character be awesome with everything (see: Bethsoft games since Oblivion, where non-combat skills are the ones that differentiate builds more than anything else), thus negating the need for combat skill entirely, or you can let every character be awesome with every weapon and introduce magic powers for those who bothered to distribute skill points, or you make skill dependent entirely on builds and introduce magic powers dependent on skill, like Alpha Protocol did. Or you can have all weapons have "attribute floors" and make them unusable for builds that don't pump a specific primary attribute (Diablo 2 and Dragon Age did this).

Bethsoft has fared the best with their system - John Q. Public likes to be able to use whatever he uses whenever he gets it, and he dislikes having drawbacks to the choices he makes with his character, such as not being able to use mauls when he developed a character best designed for daggers.

That latter element is probably the single biggest factor in the changes in RPG design in the last 10 years or so. It's been fun watching Bioware, for example, incrementally tweak their design such that players can't fuck up in any way and different approaches being only slight variations on one another.

Tom:
I'm glad that F:NV at least tried to restore S.P.E.C.I.A.L. and skill checks for weapon use but they should've gone so far as to make those weapons unusable/ineffective if the PC didn't meet the criteria. It doesn't make any sense that my thief/sniper build should be able to rush into a highly irradiated battlefield with a minigun.

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