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<blockquote data-quote="ProfessorCirno" data-source="post: 4881953" data-attributes="member: 65637"><p>True, but it has gotten a lot better now! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>I think the issue is that combat has more and more become divided away from everything else. Not MMORPG, think more jRPG. You're walking along when suddenly CSHHHH*sound of broken window* *seizure inducing closeup and blue effect* RANDOM ENCOUNTER!</p><p></p><p>Non-combat character traits such as rogue/scout sneakiness or bard knowledge would be more useful if, I'm being quite serious here, the game were more MMORPG-esque. The rogue sneaks up to see where the enemies are so the team can ambush/avoid them. The bard sees the big enemies and knows exactly what their weaknessess are and tells the players how to fight it, or they know where in the dungeon the treasure is.</p><p></p><p>One thing I've seen people do is alternate traps between micro and macro levels. Micro levels are the ones rogues disarm, macro levels are the ones knowledge skills help you bypass. The rogue stops the floor panel from opening into a large pit of spikes. The bard knows exactly which chalice won't cause you to die horribly when you drink from it.</p><p></p><p>I think another thing to do here is to take a note from some - though admittingly very few - RPGs, and remove combat experience altogether. Crazy? I'm not done yet. Experience would come from achieving goals, and only from that. There would still be fights, no doubt, but killing wouldn't be the only way to accomplish things. Need a magic chalice to save someone's life, but it's in the den of a fierce dragon? Fighting man kills the orcs, priest turns the skeletons, bard/wizard knows exactly what chalice you need, rogue sneaks it out from under the dragon's nose.</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 4881953, member: 65637"] True, but it has gotten a lot better now! :p I think the issue is that combat has more and more become divided away from everything else. Not MMORPG, think more jRPG. You're walking along when suddenly CSHHHH*sound of broken window* *seizure inducing closeup and blue effect* RANDOM ENCOUNTER! Non-combat character traits such as rogue/scout sneakiness or bard knowledge would be more useful if, I'm being quite serious here, the game were more MMORPG-esque. The rogue sneaks up to see where the enemies are so the team can ambush/avoid them. The bard sees the big enemies and knows exactly what their weaknessess are and tells the players how to fight it, or they know where in the dungeon the treasure is. One thing I've seen people do is alternate traps between micro and macro levels. Micro levels are the ones rogues disarm, macro levels are the ones knowledge skills help you bypass. The rogue stops the floor panel from opening into a large pit of spikes. The bard knows exactly which chalice won't cause you to die horribly when you drink from it. I think another thing to do here is to take a note from some - though admittingly very few - RPGs, and remove combat experience altogether. Crazy? I'm not done yet. Experience would come from achieving goals, and only from that. There would still be fights, no doubt, but killing wouldn't be the only way to accomplish things. Need a magic chalice to save someone's life, but it's in the den of a fierce dragon? Fighting man kills the orcs, priest turns the skeletons, bard/wizard knows exactly what chalice you need, rogue sneaks it out from under the dragon's nose. [/QUOTE]
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