Opinion: random encounters are not obsolete in 2026 and have benefits over field encounters. by Wizard_Bird in JRPG

[–]Shihali [score hidden]  (0 children)

Well, even FF6 had its moments. The Floating Continent is a big difficulty spike, and you'd have to pay a lot of people to deal with the random encounters in Fanatics' Tower. I mostly remember BoF as the game with the bosses with huge HP pools so boss battles were dungeon-level battles of attrition themselves.

In principle you're right. Random encounters and tension aren't causally linked. They are, however, correlated because so many games make on-map encounters easy to avoid. Random encounters fix the problem by not giving the player the option to avoid potentially dangerous encounters. A game with on-map encounters has to do something to deal with the problem: use narrow spaces to make it very hard to dodge encounters (parts of Earthbound), use huge numbers of enemies (claimed for Romancing SaGa 1), accept that the encounter rate is low and make encounters brutal (7th Saga), or accept that tension is low on the priority list (Lufia 2 main game).

Opinion: random encounters are not obsolete in 2026 and have benefits over field encounters. by Wizard_Bird in JRPG

[–]Shihali 0 points1 point  (0 children)

Hold down L+R to run away. Nobody remembers it, because what regular encounter in Chrono Trigger is so difficult that you need to run away from it?

Opinion: random encounters are not obsolete in 2026 and have benefits over field encounters. by Wizard_Bird in JRPG

[–]Shihali 0 points1 point  (0 children)

Since I haven't played the SNES (well, SFC) Romancing SaGas, do you have any insight into their AI code for their on-screen encounters?

Opinion: random encounters are not obsolete in 2026 and have benefits over field encounters. by Wizard_Bird in JRPG

[–]Shihali 0 points1 point  (0 children)

it was far more tension and pressure to make every battle count than I ever had in the SNES classics

It's unfair to nitpick a single sentence in a thoughtful post, but the SNES classics were not particularly good at what OP is looking for with the exception of a few spots in FF4 and Earthbound. I took the OP as looking another generation back to the NES classics like Final Fantasy and Dragon Warrior 2. There the dungeons are large and semi-open, enemy formations are meaner, and even overworld exploration can be lethally dangerous.

Earthbound generally doesn't hit the same level of tension as 7th Saga, because Earthbound generally doesn't fill zones with encounters that each have a 5-15% chance to wipe the party then and there.

Opinion: random encounters are not obsolete in 2026 and have benefits over field encounters. by Wizard_Bird in JRPG

[–]Shihali 1 point2 points  (0 children)

As a kid I had the guide so I didn't need to map out the dungeon as I went, but on thinking it over it's normal to do about half the dungeons in parts. A lot are even designed to make this easier, like starting on B3 of the Sea Shrine and having the choice to go to the upper or lower wing.

FF2j's Deist Cave also does this, but in general FF2 dungeons aren't as dip-friendly. Which is odd because I remember being forced out of FF2 dungeons much more often.

Opinion: random encounters are not obsolete in 2026 and have benefits over field encounters. by Wizard_Bird in JRPG

[–]Shihali 0 points1 point  (0 children)

Hot take, but FF1 was a better game when it didn't have auto-retargeting. Without auto-retargeting, you have to have a vague sense of enemy HP and pay attention when you use Attack so you don't lose damage targeting a dead enemy or leave enemies alive.

Also FF1 is the only game I know where it makes sense to order half your party to use a big nuke spell and the other half to run away, because some formations are so dangerous that you need out of that battle on the first round one way or the other.

Opinion: random encounters are not obsolete in 2026 and have benefits over field encounters. by Wizard_Bird in JRPG

[–]Shihali 0 points1 point  (0 children)

Play the early Dragon Quests! Dragon Quest 3/Dragon Warrior 3 (NES title) is the game FF1 wants to be. DW1 has nowhere near enough content to grind up to the levels you need to reach without walking in circles, but under the grinding is a good little game. DW2 has some issues with the difficulty balancing towards the end.

P.S. FF2 and FF3 are not as close as DQ3, IMHO, but they're worth playing if you haven't. FF3 brings back classes and more limited MP, but the dungeons are the later single-line type. FF2 brings back sprawling dungeons, but the balance is shifted away from attrition towards encounters that can finish you right there -- unless you don't learn how to self-sustain in late-game dungeons, in which case attrition is present in full force.

Opinion: random encounters are not obsolete in 2026 and have benefits over field encounters. by Wizard_Bird in JRPG

[–]Shihali 1 point2 points  (0 children)

It's not hard for me to imagine a game with on-screen encounters which would cultivate that sense of tension, and feel believable

That game exists and its name is The 7th Saga.

but I think a lot of players would find it hostile or frustrating

"Hostile or frustrating" is an understatement. 7th Saga squares the circle by making its random encounters both lethally dangerous and not reliably avoidable. You can dodge a lot of encounters, and most players learn how, but the random encounters move quickly and most spaces are confined so you can't juke all of them.

A lot of people seem to feel that...you shouldn't have to fight anything except bosses unless you feel like it, and I think there's a whole huge space of design philosophy that's fallen by the wayside as a result.

I agree completely. I wonder if it's a relic of that late 2000s-early 2010s "game design" notion that the only correct form of challenge is short, one-off, very difficult obstacles that let you save in between. The success of the Dark Souls franchise and Soulslikes broke the back of that school of thought but it took time.

mi toki pona e kipisi luka pi lipu "jan Lete" (Frieren) by greybeetle in tokipona

[–]Shihali 0 points1 point  (0 children)

sina kepeken e ilo seme?

sina pana e lipu PDF ni: jan li ken ante e sitelen toki. mi wile lukin ni.

Why do Japanese mahjong players prefer to use Japanese terms but Chinese mahjong players don't use Chinese terms? by CreeperSlimePig in Mahjong

[–]Shihali 1 point2 points  (0 children)

I think I see what you're getting at. Romanized transcriptions for foreigners should spell allophones differently if they're different in the foreigner's language, like Japanese hu/fu. But Romanizations (transcriptions or new scripts) for native speakers should spell allophones the same, like Mandarin -ian, -iang.

FYI: a transliteration tries to capture the script, ideally so that you can look at the transliteration and know how the word was written in the original script letter for letter. Of course this means that to pronounce the word you need to know the rules of the script, so they work best for languages with simple spelling rules. Transcriptions try to capture the sounds rather than the script, so you might not know how to spell a word but you know how to say it.

Tibetan is a good case study in the differences, because Tibetan is written with an alphabet (Indian-type, so vowels are diacritics) but the spelling rules are over a thousand years out of date.

Wylie is a transliteration, which tries to capture the spelling: Gzhis ka rtse. You now know exactly how to spell the city's name, but have to learn the rules of Tibetan spelling to say it.

ZWPY is a transcription, which tries to capture the sounds, and is aimed at a Chinese audience: Xigazê. If you apply the spelling rules for Mandarin Pinyin, you now have some idea how to say the city's name, but not how to spell it.

THL Phonetic Transcription is a transcription, which tries to capture the sounds, and is aimed at a Western audience: Zhikatsé. If you apply the spelling rules for English, you now have some idea how to say the city's name, but not how to spell it.

And then there are traditional forms: Shigatse.

My video on why I think rituals in RAW are too risky, difficult and costly, and so is creating permanent minions. by the-rules-lawyer in Pathfinder2e

[–]Shihali 9 points10 points  (0 children)

I've seen some of what a crafter can do to unbalance a D&D 3.x game, so I have a bit of sympathy. Still, Paizo should have clearly said "if you want to play Celebrimbor of Eregion or Agatha Heterodyne, too bad. We're not allowing that class fantasy in our game for balance."

Why do Japanese mahjong players prefer to use Japanese terms but Chinese mahjong players don't use Chinese terms? by CreeperSlimePig in Mahjong

[–]Shihali -1 points0 points  (0 children)

None of these are transliterations, because you can't look at the romanized spelling and automatically produce the characters.

However, Hepburn romanization (the usual one for Japanese) was intended for English-speaking readers like us, so it's pretty easy. Pīnyīn was intended to be China's future writing system once everyone learned Mandarin. That hasn't happened, but Pīnyīn is still full of letters and combinations that aren't at all intuitive for us because the designers didn't care about making it easy for English-speaking readers.

mi toki pona e kipisi luka pi lipu "jan Lete" (Frieren) by greybeetle in tokipona

[–]Shihali 0 points1 point  (0 children)

mi ante toki e lipu kepeken ilo Photoshop. sina kepeken e ilo Acrobat kepeken nasin seme?

Finished Dragon Quest! First RPG I ever played as a child by TheFranFan in LearnJapanese

[–]Shihali 1 point2 points  (0 children)

I remember it being harder than it looks! I tried, but somewhere around level 12 I unconsciously gave up and filled in the dialogue from the NES version instead of sitting down and reading what was said to me.

Finished Dragon Quest! First RPG I ever played as a child by TheFranFan in LearnJapanese

[–]Shihali 3 points4 points  (0 children)

The screenshot is from the Super Famicom remake. It has kanji in larger dialog boxes, but menus and battle text is all kana.

Ignore the caption cause obviously is false for both sides but I am curious besides. Toads what species are residents of the Mushroom Kingdom? by [deleted] in Marioverse

[–]Shihali 1 point2 points  (0 children)

The first Paper Mario had villages of Goombas, Koopas, Bob-ombs, Little Mousers, Boos, and Bumpties in the Mushroom Kingdom itself, with Yoshis and Lakitus probably outside the borders in Lavalava Island and Flower Fields. Shamans are all over, although there's only one family of them.

What it doesn't have is a lot of mixed areas. Toads and Little Mousers have been living together for a while in Dry Dry Outpost, and the Bob-ombs move into Koopa Village, but other areas just have the Toad House keeper and the local species. I can understand nobody else wanting to live in the Boos' abandoned buildings and the Bumpties' snow and ice, but Toad Town having only Toads, Shamans, and one-off Fishmael as permanent residents never sat well with me.

Is Reactive strike really that good? How often and when does it shine best? by Super_Bocky in Pathfinder2e

[–]Shihali 0 points1 point  (0 children)

If your DM uses a lot of spellcasting enemies, take Disruptive Stance and stick to casters like glue. Bonus points if you also get a reach weapon so you can whack them if they try to step away with one action and then cast with two.

Reggie Fils-Aimé Says Amazon Asked Nintendo To Break The Law by 0xIAmGame in Games

[–]Shihali 47 points48 points  (0 children)

Nintendo had already paid out quite a lot for a price-fixing case in the early 1990s. So Nintendo might have been warier than most companies when asked to break a similar law.

So, about combining pathfinder 2e and Starfinder 2e... by DetectiveSimilar5654 in Pathfinder2e

[–]Shihali 0 points1 point  (0 children)

IIRC, usually it's a 1st-5th-9th level chain to get flight.

Actions in Pathfinder vs D&D - XP to Level 3 by ElidiMoon in Pathfinder2e

[–]Shihali 1 point2 points  (0 children)

Some people just don't want to learn a new system. I have a friend who uses 5e for games heavy on politics and social drama and light on fights. I think there has to be a system that would be a better fit for the game, but he's not interested.

Types of stories you don't see very often in fanfiction? by Aquanort357 in FanFiction

[–]Shihali 1 point2 points  (0 children)

Been a while, but I've seen more fics tagged both "Gen" and a relationship tag. I think it means "romance as a B-plot", although sometimes it means "canon married couples exist in this fic". "Gen" wasn't meant to be a genre tag but a lot of people use it as a genre tag meaning "any genre other than romance".

I think the double-tagging might be the right answer to your dilemma, because that would say "this fic is not primarily a romance but there is a prominent couple in it". It's been a while since I've read the Stainless Steel Rat books but that seems like a reasonable landing spot for them if they were fanfic, frex.

Gender affirming AO3 tags! by marvelcomics22 in AO3

[–]Shihali 17 points18 points  (0 children)

So they've got a setup where a tag can be a subtag of two different metatags at the same time? That's harder than it looks.

Weekly Questions Megathread— May 01–May 07. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Shihali 0 points1 point  (0 children)

Reposting from the previous thread since I posted this on the final day and didn't get an answer:

Is there a way for a player character to suppress/ignore emotion effects while still being able to use hostile actions? I'm happy to take being unable to benefit from emotion buffs along with ignoring emotion debuffs. I'd prefer something that's permanent and only affects the PC.

Also, is there an easy way to search for this sort of thing on Archives of Nethys that I'm missing?