History Main / RPGsEqualCombat

9th Apr '16 2:10:59 PM TotemicHero
Is there an issue? Send a Message


* ''VideoGame/WorldOfWarcraft'' is mostly combat oriented, but you also get experience from discovering new areas, completing quests that don't involve combat such as most fishing and cooking dailies, gathering herbs and ore and surveying for archeology fragments.* One player infamously averted this and made it to the maximum level in vanilla [=WoW=] (Level 50) without ever killing anything or setting foot in a dungeon, opting only to gather materials, craft, explore, and do errand quests. The developers gave them a custom title "The Pacifist" as proof.

to:

* ''VideoGame/WorldOfWarcraft'' is mostly combat oriented, but you also get experience from discovering new areas, completing quests that don't involve combat such as most fishing and cooking dailies, gathering herbs and ore and surveying for archeology fragments.* One player infamously averted A handful of players attempted to avert this and made make it to the maximum level in vanilla [=WoW=] (Level 50) (varied depending on which expansion they did it during) without ever killing anything or setting foot in a dungeon, opting only to gather materials, craft, explore, and do errand quests. explore. The developers gave them a custom title "The Pacifist" as proof.most recent reported case was [[http://www.polygon.com/2012/10/14/3502778/pacifist-world-of-warcraft-player-maxes-level-without-killing the druid Irenic]], who made it to level 90 during ''Mists of Pandaria''.
24th Feb '16 9:18:44 AM supergod
Is there an issue? Send a Message


* ''PlanescapeTorment'', where there are exactly two people that absolutely have to be fought and one of those is part of the tutorial.

to:

* ''PlanescapeTorment'', where there are exactly two plenty of ''potential'' combat situations, but only about three people that absolutely have to be fought and one of those is part of the tutorial.
16th Dec '15 11:32:42 AM Morgenthaler
Is there an issue? Send a Message


* Averted in ''{{Risus}}''. The majority of the (four-page) rulebook describes the all-important combat rules, and the Risus RPG really does equal combat. However, combat doesn't necessarily equal violence - possible combats described include playing chess, getting an unreliable vending machine to work, beating rush-hour traffic to stop the BigBad…
* ''TheDarkEye'''s commercially available adventure sets have experience gains for killing, but most points come from finishing the adventure (Not finishing it alive, but solving it). In the 3rd edition, most creatures had no experience rewards anymore, and in the 4th edition, players only get experience for seeing or dealing with a creature for the first time (like it's a new experience). The first edition was released in 1983.

to:

* Averted in ''{{Risus}}''.''TabletopGame/{{Risus}}''. The majority of the (four-page) rulebook describes the all-important combat rules, and the Risus RPG really does equal combat. However, combat doesn't necessarily equal violence - possible combats described include playing chess, getting an unreliable vending machine to work, beating rush-hour traffic to stop the BigBad…
* ''TheDarkEye'''s ''TabletopGame/TheDarkEye'''s commercially available adventure sets have experience gains for killing, but most points come from finishing the adventure (Not finishing it alive, but solving it). In the 3rd edition, most creatures had no experience rewards anymore, and in the 4th edition, players only get experience for seeing or dealing with a creature for the first time (like it's a new experience). The first edition was released in 1983.



* Averted in ''{{Rifts}}'', of all things. The experience tables list rewards for accomplishing goals or neutralizing threats, with no direct correlation between enemies killed and XP gained.
* In ''TheRiddleOfSteel'', characters have special stats called Spiritual Attributes. Five of these are selected at character creations, with the details filled out by the player (for instance, one Spiritual Attribute may be Drive: To rescue his daughter). Whenever an action contributes to the goal, temperament or ethics of a Spiritual Attribute, that Spiritual Attribute grows. They can be used to ways:

to:

* Averted in ''{{Rifts}}'', ''TabletopGame/{{Rifts}}'', of all things. The experience tables list rewards for accomplishing goals or neutralizing threats, with no direct correlation between enemies killed and XP gained.
* In ''TheRiddleOfSteel'', ''TabletopGame/TheRiddleOfSteel'', characters have special stats called Spiritual Attributes. Five of these are selected at character creations, with the details filled out by the player (for instance, one Spiritual Attribute may be Drive: To rescue his daughter). Whenever an action contributes to the goal, temperament or ethics of a Spiritual Attribute, that Spiritual Attribute grows. They can be used to ways:



* The VampireTheMasquerade and VampireTheRequiem are supposed to be more about politics, intrigue, social interaction, background fluff and the internal struggles of its characters as they try to avoid becoming monsters, so combat is intended as more of a climactic experience, rather than an everyday occurence. A pure combat-built character generally wouldn't make it long in vampiric society without political allies to shield them from betrayal, at least in theory. In practice, many groups prefered to ditch the whole psychological horror aspect and play it as an action game instead.

to:

* The VampireTheMasquerade TabletopGame/VampireTheMasquerade and VampireTheRequiem TabletopGame/VampireTheRequiem are supposed to be more about politics, intrigue, social interaction, background fluff and the internal struggles of its characters as they try to avoid becoming monsters, so combat is intended as more of a climactic experience, rather than an everyday occurence. A pure combat-built character generally wouldn't make it long in vampiric society without political allies to shield them from betrayal, at least in theory. In practice, many groups prefered to ditch the whole psychological horror aspect and play it as an action game instead.
1st Nov '15 11:12:51 PM VVK
Is there an issue? Send a Message



to:

* ''VideoGame/ADanceWithRogues'' gives more XP for non-combat solutions and makes combat really hard in general, particularly before you level up enough to effectively TakeALevelInBadass. It plays almost like SurvivalHorror at the beginning, except with sexual molesters instead of monsters, and more "survival" than "horror".
30th Oct '15 2:40:09 PM Deblin
Is there an issue? Send a Message



to:

** Making pure combat viable involves a lot of house rules and removing a lot of mechanics (meaning such games are more a custom homebrew than a WorldOfDarkness game). In the rules-as-written game it's not really possible, because serial murder is the second worst sin on the morality scale and your character will quickly become insane and then an NPC. Even just intentionally using violence as a problem-solving tool will drop you fairly low and drive you insane fairly quickly.
** And even if you manage to avoid the actual breaking point, even mildly lowered humanity makes it increasingly difficult not to crawl into your grave and sleep for a century.
4th Oct '15 3:44:33 PM Thnikkafan
Is there an issue? Send a Message



to:

* It's possible to go through ''{{Undertale}}'' without killing ''anything''. Every monster and boss can be either fought or negated in a different manner, turning every enemy into a PuzzleBoss to one degree or another.
3rd Jul '15 5:51:55 AM Asgar
Is there an issue? Send a Message



to:

* The VampireTheMasquerade and VampireTheRequiem are supposed to be more about politics, intrigue, social interaction, background fluff and the internal struggles of its characters as they try to avoid becoming monsters, so combat is intended as more of a climactic experience, rather than an everyday occurence. A pure combat-built character generally wouldn't make it long in vampiric society without political allies to shield them from betrayal, at least in theory. In practice, many groups prefered to ditch the whole psychological horror aspect and play it as an action game instead.
1st Jul '15 10:53:20 PM Koveras
Is there an issue? Send a Message


* While not an aversion, the ''VideoGame/KnightsOfTheOldRepublic II'' turned this trope into a plot point: [[spoiler:the Jedi masters see the Exile grow stronger in the Force by killing people, and claim this to be proof that the Exile has been turned into a walking wound in the Force.]]

to:

* While not an aversion, the ''VideoGame/KnightsOfTheOldRepublic II'' ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' turned this trope into a plot point: [[spoiler:the Jedi masters see the Exile grow stronger in the Force by killing people, and claim this to be proof that the Exile has been turned into a walking wound in the Force.]]
11th Jun '15 11:44:18 AM Prfnoff
Is there an issue? Send a Message


* ''{{Recettear}}'' completely averts this in the core game aspect of running the store. Your Merchant level increases based on sucessful sales, nothing else. Played straight for the Dungeon-crawling aspect.

to:

* ''{{Recettear}}'' ''VideoGame/RecettearAnItemShopsTale'' completely averts this in the core game aspect of running the store. Your Merchant level increases based on sucessful sales, nothing else. Played straight for the Dungeon-crawling aspect.



* ''EmbricOfWulfhammersCastle'' feels far more like an AdventureGame, or a TabletopGame in video game form, than anything else. Combat is limited to certain scenarios that are only unlocked later in the game; experience is mostly earned through interaction with the [[LoadsAndLoadsOfCharacters game's many characters.]] To drive the point home, any actual fights are introduced with the message, "Negotiations have failed!"
* Creato/rTellTaleGames tend to do this. They will feature the occasional fight but the game is mostly interactive story and roleplay.

to:

* ''EmbricOfWulfhammersCastle'' ''VideoGame/EmbricOfWulfhammersCastle'' feels far more like an AdventureGame, or a TabletopGame in video game form, than anything else. Combat is limited to certain scenarios that are only unlocked later in the game; experience is mostly earned through interaction with the [[LoadsAndLoadsOfCharacters game's many characters.]] To drive the point home, any actual fights are introduced with the message, "Negotiations have failed!"
* Creato/rTellTaleGames Creator/TellTaleGames tend to do this. They will feature the occasional fight but the game is mostly interactive story and roleplay.
11th Jun '15 11:43:18 AM Prfnoff
Is there an issue? Send a Message


* In ''VideoGame/LiveALive'', combat is downplayed in the Wild West and Science Fiction chapters. Neither scenario includes any RandomEncounters or any opportunity for LevelGrinding. The Wild West chapter has a total of two player-controlled battles, and what little combat the Science Fiction chapter has takes place [[GameWithinAGame inside an arcade cabinet]].

to:

* In ''VideoGame/LiveALive'', combat is downplayed in the Wild West and Science Fiction chapters. Neither scenario includes any RandomEncounters or any opportunity for LevelGrinding. The Wild West chapter has a total of two player-controlled battles, and what little combat the Science Fiction chapter has takes place [[GameWithinAGame inside an arcade cabinet]].
cabinet]]. The present-day chapter, by contrast, is focused ''exclusively'' on combat.
This list shows the last 10 events of 107. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.RPGsEqualCombat