Quote:
Originally Posted by Derakon
Okay, that statement was overly strong. I don't have a 100% win rate either.  But what I was trying to say is that if the game were unable to kill you in a single turn, then you should, assuming you're reasonably awake/alert/not intoxicated, realize "Oh hey, this encounter is going poorly, I should use one of my many escape options." Thus the game "needs" instadeaths to keep players on their toes.
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I see your point, but I think it's a bit more subtle than that. The decision on exactly when to bail out of a fight is not always clear-cut, and the player can simply run out of foolproof escapes.
I think what I'm trying to say is that there's a grey area between instadeath and complete escape.