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11/26/07(Mon)23:03 No.842004>>841961 The argument is that you don't actually do much roleplaying in a video game, and you're very limited to the constraints of the game, whereas in an RPG, you can come up with any insane idea and do it. In video games, if the designer didn't think up that possibility, you won't be able to do it.
Just as video game RPGs have evolved out of traditional RPGs, traditional RPGs have evolved beyond their roots. While they used to be just about killing monsters and taking their stuff, they're now about telling interesting stories. If I'm not doing that, I might as well pick up a video game, because that's much more accessible.
As for your other arguments, first, the other numbers DO have a relationship to how fighting is resolve. Try reading other rulesets to actually know what I'm talking about. Storyteller users the same amount of health points for every character, but the armor stats, certain special abilities, etc, are used to reduce the amount of damage taken per hit, and the fighting skills (like melee weapons, ranged weapons, etc) are used in resolving whether or not you hit someone.
Also, I never said that all characters should have the same abilities. What I'm saying is that with a classes system, you can have many different combinations of abilities, and actual variety in characters. Most characters in DnD are essentially clones of one another, maybe with a few differing feats or skills, and there's very little inherent in the stats with which you can actually identify.
And you want a cleaned up grapple? Simple: opposed unarmed combat skill check. Whoever loses gets grappled, regardless of who initiated. So much faster, same damned effect. |