Kahunaburger said:
Actually, I'm of the opinion that developers working in a genre originally derived from P&P RPGs should thoughtfully draw upon a pool of mechanics that includes all P&P mechanics, not just "this game should have a progression mechanic and should also have swords in it." This does not mean that all RPGs should be turn-based or have stats, but that developers should consider using these elements when said elements are optimal for the game they want to make.
I wouldn't mind dice roll game if
1. I could actually see them, If I could understand why I missed I wouldn't be so angry, but many old games didn't bother to do. Half the time all I had to go on was "WELL THE DUR COMPUTERZ SAID NO HIT SO YOU NOZ HIT"
2. They actually explained how increasing like your sword kill affected your dice roll, because half the time in old games they never told you jack, and raising skills only appeared to have a remotely noticeable affect every 20 skill increases. Skill increases felt utterly meaningless in old games.
3. They didn't design in such a way that it is geared to make you not hit. This is probably what pissed me off the most. Like I don't care that a system is made on dice rolls that can arbitrary make me not hit something I am 2 feet away from and directly facing, but old games were made so that your chances of not hitting were maximized at almost all times.
This is artificial difficulty, I don't mind real difficulty, i.e. making bosses and enemies that have patterns or are balanced, but most old games ran on artificial difficulty, making enemies have overpowered attacks, giant health bars, and making it impossible to hit unless you had like a 90 sword skill and a +10 sword of hitting.
This is what made me hate dice-roll games the most, and its why I hate most new games that use dice rolls because they are still pulling the exact same broken shit over and over.