As has already been mentioned, this is a difficult thing to do in -most- modern RPGs or ARPGs but it depends entirely on how the leveling system is designed and other factors.
Here are some factors that make this less likely to happen:
- "Open world" RPGs
- If the game is truly open world, then it's unlikely that you'll get locked into a boss battle that you can't simply just leave until you are better prepared for it. Although it's quite possible in the "Souls" games to walk into a fight you are grossly ill-prepared for, the games will almost always give you the option of simply leaving until you stand a better chance. Also, since they are ARPGs and not dependent on dice rolls or random change the way a traditional RPG might be, if you are sufficiently skilled and have enough patience you can beat virtually any boss in the game regardless of your character or equipment.
- Overall "toughness" increase with level
- Some games increase a few base level stats that effect things like health, strength, defense, mana, etc regardless of which skills you pick when upgrading. This helps keep the player from upgrading themselves into a corner.
- Games where using a skill increases its level, rather than an arbitrary skill point assignment
- This increases the likelihood that you'll level your character by using practical survival skills that work. However, in an open world game it's no guarantee because you can spend your days picking every lock in town instead of questing or fighting and end up in a bad situation anyway.
Here are some factors that make it -more- likely to happen in a game:
- Monster toughness that is scaled by your level.
- As mentioned earlier, games like Oblivion increase the toughness of your enemies based on your character's level but not necessarily combat skill. This can result in you being attacked by tougher monsters (pretty much everywhere) because you leveled by increasing non-combat skills. Generally speaking I prefer it when games do not use this. It's frequently employed in games where the developer doesn't want to restrict the player's movement in the game world early on so the game world's difficulty scales with you (Oblivion, Skyrim) as opposed to games where the difficulty of monsters within the game world is fixed and if they kick your ass then you should rethink where you wander at your current level (the "Souls" games).
- "Classic" style RPGs
- RPGs modeled after old-school computer RPGs tend to be a lot less forgiving in their design. Games like Divinity: Original Sin and Wasteland 2 both require a fair amount of thought to go into your character design.
- Linear progression or no random encounters
- Open world games let you backtrack and simply take another path until you're ready for this one, but other games might lock you into a path with no option other than to press forward. Final Fantasy games pass 10 could get like this, but they generally allowed you to farm fights until you were ready for a boss. Note that being underleveled for a particular boss battle is just as bad and can happen in linear progression games.
- Poorly designed skill systems
- Games where skills are not created to be of equal value within the game world created will allow you to spend points in skills that might end up being useless to you.
Here are some games where something like this has happened to me or happened to others:
Deus Ex: HR - The original version of the game could hose your pretty badly if you didn't balance out your non-combat skills with some combat skills (a common mistake people would make if they were going for a no-kill playthrough). When you would reach a major boss battle, your non-combat skills were pretty much useless so you better at least have -some- idea of how to use an assault rifle or have entered the battle with the right equipment to stand a chance. In the "Director's Cut" of the game, they rebalanced the boss fights so you stand a much better chance of beating them even if your focus was around non-combat skills (much like Deus Ex 1 and 2 used to do).
Alpha Protocol - Imagine Deus Ex, but as a Tom Clancy spy novel. Not perfect, but if that premise sounds interesting to you then this was a -really- cool game to play through. Its biggest issue in design, however, was a skill system that wasn't well balanced, a semi-linear progression model, and bosses on whom certain skills and tactics that you spent points on might be completely useless. If you spent all your points on stealth, you might encounter a boss battle where you simply can't use stealth at which point your character may as well have no skills at all. Your "shotgun" skill is held in the same regard as your pistol or rifle skill, but a shotgun is useless against a boss who it's impossible to move close to.
Witcher 2 - A very old-school RPG and pretty unforgiving, I got to the end boss battle a bit underleveled and underprepared which has made it very challenging. Since I can't backtrack from that point, my only option is to power through it with my weak character or revert back to an earlier save when I still had the option to leave.
-Byshop
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