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<blockquote data-quote="bowbe" data-source="post: 4139335" data-attributes="member: 6328"><p>It will be interesting to see what they do with Fallout 3. It's a "3d shooter" that has turned base elements where you can pause and change your action/activity in mid stride. </p><p></p><p>Lost Oddyssey uses a turn based mechanic for combat. I like the graphics and feel overall of the game, and the story is interesting but the turned based moments really drive me nuts. It feels like old "Dragon Warrior" on nintendo. I'm of a generation that thinks thats ok, but it isn't for everyone and after about 4 hours of the "oldschool" style of play i find myself thinking I may exchange the game for something with a little bit more oompha, which is too bad because I really wanted to like it. I am afraid a turn based version of 4e D&D would have a similar (negative) impact overall. </p><p></p><p>I liked the original Baldur's Gate and even enjoyed the console games for original xbox. They certainly changed a lot of the "mechanics" of 3e... you know they had spells you could use all the time...and spells you could use if you had enough spell juice... and feats you had to select thru to be able to use (that also used spell juice) but they were kind of mindlessly fun.</p><p></p><p>Basically they used the D&D flavor. The monsters we like, the settings we like, the character archtypes we identify as being "definitely D&D" in nature, and yeah they "changed the way the game worked" away from the table top model while still claiming the name and trappings. </p><p></p><p>I don't see how "marking" a target couldnt work well. Click to cycle thru foes or set it to auto target a favored enemy, racial emnity or most deadly foe. I don't see how the "move and shift" rules couldnt work in a knockback manner that has been efficiently used in video games since way back in Double Dragon WITHOUT needing to travel back in time to a turn based theme. </p><p></p><p>It isn't that table top developers haven't attempted to emulate this sort of fast paced action element into pen and paper games for years. Surely dozens of others have done so prior to WOTC adopting it in 4e. Scarred Lands setting for 3ed had "ground pound" powers by some clerics that would flatten opponents and grant an advantage to allies. 3ed itself had Spring attack that was basically a full move drive by attack that was about manouvering on the battlefield without taking AOOs. All that stuff to me is an evolution of fairly basic video game powers translated to the Pen and Paper realm. </p><p></p><p>In fact, I have to say a LOT of what I see out of 4e would totally work better as a video game, since the processor would handle all of those knockback and move, mark and buff, bloodied, stunned, and healing wave factors instantaneously or at least record the indicators on screen to tell you when you have the option of hitting x y a or b. I know that when running high level 3.x I never remembered to use half the powers/feats/spells that an NPC at my disposal had on hand. I would glance around the table and see my players having the same fits when it was their turn. I doubt 4e will be much different whe it comes to that aspect of the game. Appears the real difference will be in the adjustment to the "power curve" but who really knows till June eh?</p><p></p><p>Seriously Hasbro/Atari... Call me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>Laters.</p><p></p><p>Case</p></blockquote><p></p>
[QUOTE="bowbe, post: 4139335, member: 6328"] It will be interesting to see what they do with Fallout 3. It's a "3d shooter" that has turned base elements where you can pause and change your action/activity in mid stride. Lost Oddyssey uses a turn based mechanic for combat. I like the graphics and feel overall of the game, and the story is interesting but the turned based moments really drive me nuts. It feels like old "Dragon Warrior" on nintendo. I'm of a generation that thinks thats ok, but it isn't for everyone and after about 4 hours of the "oldschool" style of play i find myself thinking I may exchange the game for something with a little bit more oompha, which is too bad because I really wanted to like it. I am afraid a turn based version of 4e D&D would have a similar (negative) impact overall. I liked the original Baldur's Gate and even enjoyed the console games for original xbox. They certainly changed a lot of the "mechanics" of 3e... you know they had spells you could use all the time...and spells you could use if you had enough spell juice... and feats you had to select thru to be able to use (that also used spell juice) but they were kind of mindlessly fun. Basically they used the D&D flavor. The monsters we like, the settings we like, the character archtypes we identify as being "definitely D&D" in nature, and yeah they "changed the way the game worked" away from the table top model while still claiming the name and trappings. I don't see how "marking" a target couldnt work well. Click to cycle thru foes or set it to auto target a favored enemy, racial emnity or most deadly foe. I don't see how the "move and shift" rules couldnt work in a knockback manner that has been efficiently used in video games since way back in Double Dragon WITHOUT needing to travel back in time to a turn based theme. It isn't that table top developers haven't attempted to emulate this sort of fast paced action element into pen and paper games for years. Surely dozens of others have done so prior to WOTC adopting it in 4e. Scarred Lands setting for 3ed had "ground pound" powers by some clerics that would flatten opponents and grant an advantage to allies. 3ed itself had Spring attack that was basically a full move drive by attack that was about manouvering on the battlefield without taking AOOs. All that stuff to me is an evolution of fairly basic video game powers translated to the Pen and Paper realm. In fact, I have to say a LOT of what I see out of 4e would totally work better as a video game, since the processor would handle all of those knockback and move, mark and buff, bloodied, stunned, and healing wave factors instantaneously or at least record the indicators on screen to tell you when you have the option of hitting x y a or b. I know that when running high level 3.x I never remembered to use half the powers/feats/spells that an NPC at my disposal had on hand. I would glance around the table and see my players having the same fits when it was their turn. I doubt 4e will be much different whe it comes to that aspect of the game. Appears the real difference will be in the adjustment to the "power curve" but who really knows till June eh? Seriously Hasbro/Atari... Call me :cool: Laters. Case [/QUOTE]
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