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Is high randomness good for an RPG?
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<blockquote data-quote="The Ghost" data-source="post: 4687508" data-attributes="member: 60281"><p>I am going to ignore the rest of your questions as I do not have very well formed thoughts on those issues. These two questions, though, I will comment on.</p><p></p><p>Rolling abilities and hit points allow me to think about character concepts in a new way. How does a fighter work with minimum hit points? How would he act? Would he be more cautious about entering into combat? Would he be more apt to look for advantageous terrain before fighting? Would he build alliances? Would he use stealth and trickery more often? How about a wizard with a relatively low intelligence? A rogue with low dexterity but high charisma? Randomness places restrictions upon the characters which, to me, creates a more challenging character to play.</p><p></p><p>Often times, without the random property, I find that my characters all begin to look alike. Which leads them to acting alike. Randomness, in this area, allows me to break out of these comfort zones.</p><p></p><p>The same thought holds true with dungeon design. If I roll randomly to determine what exists within a dungeon I find that it forces me to be more creative. Why does this dungeon have goblins, mindflayers, and a copper dragon? Are they working in conjunction with one another or against? How do they deal with the basilisk that is wandering around? How do they defend their zones? What sort of obstacles and traps have they placed around their territory? </p><p></p><p>Again, if I do not do it randomly I find that it is harder to think creatively. I default to a comfort zone of certain creatures engaging in the same tactics over and over again.</p></blockquote><p></p>
[QUOTE="The Ghost, post: 4687508, member: 60281"] I am going to ignore the rest of your questions as I do not have very well formed thoughts on those issues. These two questions, though, I will comment on. Rolling abilities and hit points allow me to think about character concepts in a new way. How does a fighter work with minimum hit points? How would he act? Would he be more cautious about entering into combat? Would he be more apt to look for advantageous terrain before fighting? Would he build alliances? Would he use stealth and trickery more often? How about a wizard with a relatively low intelligence? A rogue with low dexterity but high charisma? Randomness places restrictions upon the characters which, to me, creates a more challenging character to play. Often times, without the random property, I find that my characters all begin to look alike. Which leads them to acting alike. Randomness, in this area, allows me to break out of these comfort zones. The same thought holds true with dungeon design. If I roll randomly to determine what exists within a dungeon I find that it forces me to be more creative. Why does this dungeon have goblins, mindflayers, and a copper dragon? Are they working in conjunction with one another or against? How do they deal with the basilisk that is wandering around? How do they defend their zones? What sort of obstacles and traps have they placed around their territory? Again, if I do not do it randomly I find that it is harder to think creatively. I default to a comfort zone of certain creatures engaging in the same tactics over and over again. [/QUOTE]
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