Post by JustVine on 2021-08-28 20:45:04
Noncombat mechanics? Sure.
The hero's journey is represented well through node progression mechanics and random world events. I don't see what this has to do with combat mechanics. There is no reason to have random chance be an 'unlucky thing'. Why not just balance it towards 'lucky things'. Let your own lack of skill be the low point in your adventures. Your own lack of skill is going to cause plenty of low points in the immersive experience as is. That's my posit to you pro-rng people. Why apply rng to situations that must be bad for someone rather than ones that are generally good for everyone?
You really think you're gunna become a god like execution being that won't have failures happen based on your own bad strategy or execution? I just don't see why it's necessary, thrilling, or epic to have it taken out of your hands given all your reasoning about how it improves immersion.
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The hero's journey is represented well through node progression mechanics and random world events. I don't see what this has to do with combat mechanics. There is no reason to have random chance be an 'unlucky thing'. Why not just balance it towards 'lucky things'. Let your own lack of skill be the low point in your adventures. Your own lack of skill is going to cause plenty of low points in the immersive experience as is. That's my posit to you pro-rng people. Why apply rng to situations that must be bad for someone rather than ones that are generally good for everyone?
You really think you're gunna become a god like execution being that won't have failures happen based on your own bad strategy or execution? I just don't see why it's necessary, thrilling, or epic to have it taken out of your hands given all your reasoning about how it improves immersion.