I love RPG's, I even love the AD&D system
. Even with all its flaws- and there are many.
The biggest flaw in RPG's imho is character levels. Although hitpoints is a close second. Hitpoints is often associated with character levels so they go together.
Yes I know hitpoints reflect a characters ability to dodge and avoid damage better. But this is reflected in dexterity for most systems.
I just don't think it's good (I won't use realistic since rpg's are set in fantasy or sci-fi most of the time) that hitpoints go up so quickly. Why can a level 20 fighter absorb so much more damage than a level 1 fighter?
My guess is most people like numbers. And they like to inflict large amounts of numbers. Myself included. When I see things like 10D6 of damage, I salivate. It wouldn't be as dramatic if higher level spells had advantages over lower level spells of only being able to bypass saving throws better, or negate dexterity saves.
Character levels really take a lot out of a rpg. But if a character is static, that makes the game essentually an adventure game right? Obviously a character should improve over time. But I say to limit that improvement. Physcial damage should be modelled more realistically based on creature size and biology.
The thing about levels is it really turns many rpg's into kill-fests. Diablo suffers from this. And as far as I can tell, Everquest also suffers from this- I've never actually played it.
Surely there is a better system out there isn't there? I have a few ideas running around my head, but I'm not sure if I can explain them adequately here. Writing was never my strong point.

The biggest flaw in RPG's imho is character levels. Although hitpoints is a close second. Hitpoints is often associated with character levels so they go together.
Yes I know hitpoints reflect a characters ability to dodge and avoid damage better. But this is reflected in dexterity for most systems.
I just don't think it's good (I won't use realistic since rpg's are set in fantasy or sci-fi most of the time) that hitpoints go up so quickly. Why can a level 20 fighter absorb so much more damage than a level 1 fighter?
My guess is most people like numbers. And they like to inflict large amounts of numbers. Myself included. When I see things like 10D6 of damage, I salivate. It wouldn't be as dramatic if higher level spells had advantages over lower level spells of only being able to bypass saving throws better, or negate dexterity saves.
Character levels really take a lot out of a rpg. But if a character is static, that makes the game essentually an adventure game right? Obviously a character should improve over time. But I say to limit that improvement. Physcial damage should be modelled more realistically based on creature size and biology.
The thing about levels is it really turns many rpg's into kill-fests. Diablo suffers from this. And as far as I can tell, Everquest also suffers from this- I've never actually played it.
Surely there is a better system out there isn't there? I have a few ideas running around my head, but I'm not sure if I can explain them adequately here. Writing was never my strong point.
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