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RPGs Equal Combat: Difference between revisions

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Of course, the way that character choice is expressed in rules-heavy RPGs is through your choice of character exerting a direct influence on how you are, and aren't, able to play the game. Since most computer games are primarily about combat, that character customization naturally boils down to choosing between different ways to kill things.
 
This is exacerbated if combat is the primary or sole source of [[Experience Points]], money, or other resources, so that [[Violence Is the Only Option]]. But that's no problem, since there are [[Monsters Everywhere]]. However, it is possible that it is an actual legitimate RPG; it's just that everyone considers the [[Play the Game, Skip the Story|plot a side benefit at best]].
 
So many RPGs do this, it's easier just to list the aversions.
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* ''[[The Precursors]]'', unusually for a game that is partly [[First-Person Shooter]], allows you to complete most missions with diplomacy or stealth. You can even kind of [[Non-Lethal KO|not-kill]] enemies in Space Battles, they usually run away when low on health.
 
=== [[Role -Playing Game]] ===
* In the ''[[Fallout]]'' CRPG series, it is possible to gain a great deal of XP and even complete the game just by talking to people, sneaking around, messing with machines, or stealing stuff.
** This holds true even for ''[[Fallout: New Vegas|New Vegas]]''. 10 INT and 10 CHR is just as much as a [[Game Breaker]] as carrying around 20 Epic weapons, and a good portion of the stuff you find has non-combat value.
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* ''[[The Elder Scrolls]]'' games subvert this trope by tying all EXP gain to the use of skills and rewarding levels after a certain number of player-chosen "primary" skills level up. What this means in practice is that a Warrior character who smashes everything that moves with an axe, a Mage who makes extensive use of charms to make others do his dirty work for him, and a Thief who sneaks around and robs people blind will all level up at roughly the same rate.
* ''[[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.
** Its inspiration, the [[Atelier Series(franchise)|Atelier]], also holds true to this. The point of the games are to successfully operate an alchemy lab, and you basically dungeon crawl solely to get ingredients or field-test creations (direct combat is left up to the overpowered mercenaries you can hire for protection.) A couple of games in the series reversed this for a standard "save the world" plot, but they were the exceptions rather than the norm.
* ''[[Embric of Wulfhammers Castle]]'' feels far more like an [[Adventure Game]], or a [[Tabletop Game]] 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 [[Loads and Loads of Characters|game's many characters.]] To drive the point home, any actual fights are introduced with the message, "Negotiations have failed!"
 
== Other Examples ==
=== [[Tabletop Games]] ===
* While the monstrously popular ''[[Dungeons and& Dragons|D&D]]'' largely plays this straight, many new indie RPGs have been trying to avert it in claimed contrast with ''Dungeons & Dragons''. In recent years, there's been an RPG described as “reverse ''D&D''” and one where you help people in order to regrow your lost soul. Ironically, ''Dungeons & Dragons'' itself has had experience rewards for non-combative actions since the 1980s, longer than almost all of its competitors have even existed (though they typically only existed through the intervention of [[Game Master|Rule Zero]].)
** The original editions of D&D only gave you experience for the treasure you successfully collected, regardless of whether or not you defeated the monster. Fights were actually things to avoid, as they expended your resources with no direct reward.
** The 3.5 rulebook even gives another example - if your goal is to get a minotaur's treasure, then obtaining the treasure means that you have overcome the challenge, regardless of whether you did this by killing the minotaur or by sneaking past it. Either way, you earn the same amount of XP.
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{{reflist}}
[[Category:Video Game Tropes]]
[[Category:RPGs Equal Combat]]
[[Category:CRPG Tropes]]
[[Category:RPGs Equal Combat{{PAGENAME}}]]
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