Games that do "big numbers" have really fallen on hard times. You know, the games where numbers are big, low level creatures have no chance of hitting higher-level characters, and hit points rise into the thousands.
D&D 4 was the last game that went big on numbers, adopting a hit point scale about five times old D&D and a to-hit system that all but made hitting something four levels higher than you futile. D&D 5 went back down to a double hit point scale factor and adopted "bounded accuracy" which is really saying "we made sure the to-hits didn't get too out of whack this time." Even D&D 3 and Pathfinder, while keeping the old D&D 1X hit point range (where an orc can have 4hp), puts a premium on to-hits, and AC is king. If they can't hit you, they can't damage you.
D&D 5 shifted defenses to hit-points and evened the AC and to-hit game to a flatter system where everyone can hit you - so hit points primarily determines defense. Pathfinder keeps the original game's lower hit point range but keeps the steeper AC and to-hit game - so AC primarily determines defense. Note this is in a broader sense of "primarily" as the greatest contributing factor of defense. In D&D 5 you are taking damage frequently (your AC works less and your hit points more); where in Pathfinder if you get hit it matters more (you have half the hit points but your AC works harder). Lots of things play into offense and defense, but in a general sense this is how I feel things work in both games as a design goal. This is not to say one is better - this is how things work under the hood of the car, since they both get you down the road.
A lot of today's games live on a flatter power curve, and Pathfinder and D&D 4 are the last two holdouts of the "big numbers" generation of gaming. In both these games the difference between low level power and high level is great, and if you are a low level scrub forget about taking on a high-level foe. In D&D 5, you can get away with being a low level PC versus a foe 4-6 levels higher than you, it is not easy, but it is very possible. D&D 5 shares a lot of power curve similarities to games like Savage Worlds, where the play is all tightly contained within one power envelope.
One of the original "big number" games from the 1970's was Tunnels and Trolls. This is a really harsh "I roll a 10d6+14 total against your 8d6+16 total" type of game, and the difference between the attack totals is the damage the loser takes. It is simple stuff and works well. At low levels it is a fun and tight battle, but at high levels, watch out, you are this freakish Conan type who can slay everything just by shining your sword's reflection onto enemies. T&T to me feels the most like Japanese console RPGs, where a level 12 hero can laugh off level 1 critters with ease, and only the most epic of high-level bad guys are a threat.
It is odd because Tunnels and Trolls is not anime at all and feels so retro and old-school, but it hits the higher-level "godlike" feeling of Japanese console RPGs so well. What is strange about the game is how it embraces that god-like power level and doesn't apologize for it or attempt to balance it out in any way. It is almost strangely refreshing in a way, and it puts the difference between the low level and high level into an abundantly clear focus. In a way it is like a superhero game, but not really since simulating balance between heroes and parity is not an issue. This is a game about raw power and what you lay that hurt down upon, and how things bigger than you can crush you under an even more massive force.
But this power level difference describes console RPGs so well. Walk into the next patch of woods and meet some palette-shifted "forest trolls" that smash your face in just by sneezing on you? No problem, just grind some levels, upgrade your weapons, buy some spells, and get powerful enough that a flick of your pinkie will send them packing. Go into the next area and get your face smashed in again by a red-shifted zombie. T&T can get wildly out of balance, but the overall experience (and yes, even the imbalance of it all at times) is fun.
A lot of game-oriented games try for play-balance. Simulation games try to simulate reality (and make every action hard). Some out there do not care about one-on-one combat balance, and try to emulate a heroic and wildly dangerous experience.
But understanding power level helps you pick the games you like to play, so it is worth talking about. Some people like flatter games, where things feel more realistic and the difference between a dragon and the common man isn't that great. Some people like that dragon to be an epic and powerful force and able to crush the average peasant mercilessly. What happens next is players forge heroes who are more powerful than that dragon by a hundred times. And then face the next terrible force which is unleashed upon the world, and the heroes rise again. Some like it somewhere in the middle.
No comments:
Post a Comment