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Old 11-08-2004, 09:10 AM   #18
Otto
The Magister
 

Join Date: November 1, 2004
Location: Springfield, KY
Age: 44
Posts: 100
Quote:
Originally posted by galdur:
I think, rules must be simply enough to feel like it is the game. If they are too complicated, it may be discouraging for newbies in that game.
Look even to armor class. One attribute simulate all defense - dexterity, dodging, magic shielding and physical armor barrier (armors).

The game doesn't check, whether you hit him or not, and if yes, then armor is reducing damage, ...but simple, if you have defended against attack or not. It is simple, not realistic, like all rules in game should be.

Same for encumberance. If you want be realistic, so even switch to other weapon or even look into your backpack should cost some time (e.g. 1 round). But then, the game will be not so playable like IWD, isn't it?

I am agreeing with Aerich. IWD allows to score maximum attributes very easy. If IWD would be on-line game, you wouldn't get 18 of some attribute so easily. Only 1 of 10 players for example would have so luck, he score 18.
You raise some interesting points. I agree that the Armor Class system is not as sophisticated as it should be. Heavy plate armor makes the warrior easier to hit but harder to damage. A better system would be to apply "damage resistance" instead of (or in addition to) an AC bonus when wearing various types of armor, and not just damage resistance for rare magical armor/shields.

The 3rd Edition Dungeons & Dragons rules, as implemented in IWD2, are a little better at distinguishing among different types of AC bonuses, and limiting the amount of dexterity bonus that can be applied when wearing different types of armor. However, there is no complete distinction between getting hit and getting damage.

I disagree, however, that the rules in the game should be simple, and not too realistic. Playing D&D via computer has the potential for very complex modeling of a fantastic world, and this is precisely what separates the IWD and BG series from arcade-type games, like Gauntlet. For D&D fans, the CRP games become more enjoyable as the complexity of the virtual world more closely mirrors the pen & paper experience.
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