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Topic | ITT: RPGs that subvert the need for/effects of grinding |
Pancake 11/13/19 8:21:59 PM #23: | being piss-easy with encounters that are annoying wastes of time is far from unusual for an rpg i had this idea. i think the perfect encounter rate has players thinking they can get from the start to the finish of a room without encountering anything if they take the fastest possible route. of course, you play with this a little. some rooms - or some areas of rooms, like maybe a darkened or rougher hallway - should have higher rates. and some rooms need to be slogs so the player misses the lower rate for a minute and appreciates getting it back. but the low rate thing -- that's a mechanic unto itself. you could make puzzle rooms that punish you with extra steps that may or may not trigger a fight. naturally with fewer fights damage can be more meaningful on a fight-to-fight basis. there's a reason why they're called trash in MMOs. --- ... Copied to Clipboard! |
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