![]() ![]() You may have to take into consideration things like: When you, too, make an RPG, you'll have to come up with the math to underlie it. What the heck does a point of “Strength” mean, in game terms? What is the proper effect or armor? How strong should magic be? Having only other games for inspiration, themselves with poorly-explicated systems, meant everyone came up with their own system, a state which largely persists to this day. Coming at their ideas from one or more removes meant they weren’t struck in awe of TSR’s beast like many early RPGs seemed to be, and went on to develop their own ideas sooner.īut that meant that players didn’t have those assumptions to fall back on as far as how the game system worked. It seems like what happened there is that popular early JRPGs, like Dragon Quest and Dragon Slayer, were inspired not by D&D but by Western games that were inspired by it, like Wizardry and Ultima. I cannot say if early JRPGs also passed through a phase where most developers outright stole their system from D&D, but my belief, from what I have seen (which mostly comes from reading Hardcore Gaming 101) is that they did not. There is an advantage to this, though: players familiar with D&D will know generally how things work, that an improved AC (whichever way it counts) means a decreased chance of being hit, and that a weapon like a longsword will probably do a Gygax-approved 1d8 points of damage. If Armor Class counts down as it improves, it’s being extra cavalier about its inspiration. ![]() Any game that uses the term Armor Class is basically admitting this outright. There’s now been well over 30 years of computer RPGs, in both C- and J- styles, and one feature most of them have in common is that they’re awfully vague about their combat math.ĬRPGs in the really old days often cribbed their battle mechanics from Dungeons & Dragons. ![]()
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