D&D 4E 4e D&D PC games

I think that CRPGs are a nice boost/support for the PnP games, if they're done right, that is.

Now, I'm guessing that FR will most likely be the first setting to get a 4E CRPG, due to the popularity of the setting & the popularity of CRPGs based in that setting. I'm not sure if it'd be a continuation of the NWN or BG franchise (then again, Neverwinter & Baldur's Gate may no longer exist after the whole Realms shake-up), or a new game in a new FR locale (which may be the best way to go, much as the original Pool of Radiance Gold Box series was 1st ed., BG was 2nd ed., NWN was 3rd ed., etc.).

Now, with how the new ruleset deals with character types, I'm curious what sort of character options would be viable in a 4e CRPG. Now, if the player creates a single PC, will the followers/remaining party members only be available from other class types (i.e., if the PC's a wizard/controller, you can't obtain another controller as a follower/party member). What will be the limits on class abilities/spells/etc. possible for the classes (like the lack of a paladin's mount class ability in many versions of D&D CRPGs)? Etc.
 

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SteveC said:
Pretty much give me a new edition of Neverwinter Nights and I'm happy.

I'm doubly happy if you clean up the GM interface and module creation toolkit so that's it's comparably easy to use as, say Neverwinter Nights 1, and it's a go.

Haven't looked at the GM interface for NWN2, but I understand its getting better slowly but surely.

As to the Toolset - I find it as easy to use as NWN1 largely now. There are some places I'd like NWN1 style stuff back (mostly item appearence control) - but in terms of conversations, scripting and area creation NWN2 all the way.

That said if a NWN style game was to be created I'd want it to be in a PoL setting, and on an entirely new engine that can really take advantage of modern computing abilities - not being able to jump, fly or ride is really a pretty sad thing for eg in a cRPG now.

However if a 4E game was built I would want that NWN style game - I like building my own stuff.
 

I don't like CRPGs, give me some good console RPGs or Action-RPGs!

How about BG Dark Alliance 3, or D&D Heroes 2? Both with 4 player simultaneous co-op ON THE SAME SCREEN!!!! (X-Box LIVE only co-op SUCKS!)

I would pre-order those games right now if they were announced for the 360.

How about a full console RPG based on D&D? Heck, I'd even buy a console port of NWN and NWN 2. Just retool the gameplay to make it controller friendly.
 

Thanee said:
NWN 3 (4e) sounds like a good idea (it's not done by Atari, BTW, they just publish it; it's done by Obsidian).

A *good* D&D MMORPG would be nice. Close to how you play tabletop with a group, just with multiple groups roaming a HUGE world (FR preferably).

And a ToEE style D&D game, maybe RttToEE? ;)

Bye
Thanee

NWN post Spellplague would be fun. Not Obsidian, please! Bioware likely wouldn't do it either as they are wrapped in DragonAge for the very reason of getting away from the D&D IP and Atari's control over D&D computer games. (At least that was my recollection)

I would really personally like to see a 4E client that took the best of NWN1's toolset and the interface found in TOEE and set it up to run multiplayer with a DM client. I would buy that in a heartbeat. Something I can write my own adventures on, but has a hybrid combat system so that when roleplaying and walking around it's realtime, but combat drops into rounds.
 



I would like to see a DDO II using 4E that combines the DDO style with the NWN community creation. I think that the new focus of DDO should not be subscription but rather expansion modelled similar to guildwars.

You would have a DDO 2 release that you would buy which would come with a basic game with dungeons that you access from a central server hub. Packaged with it would be the tools to create your own content. So players had a choice of official or community content to play.

To keep the game flowing and coming out DDO2 would have expansion featuring community work as downloads donated to the cause, and as official work and improvements to the game. This would include additional adventures, maps, tiles, models, textures etc.

The significant difference being that there would be a central place of contact similar to DDO's online persistant world that would portal out to each adventure.
 

Turn based coop, like D&D Tactics for the PSP, but with a better handle on the rules and on the PC.

My preference for set and setting is unknown at this time, as I don't know what the 4E Realms will look like or Points of Light. I'm guessing something in Phlan though...
 

There are three things that I want to see in a 4E CRPG. The first and most important is DM and Builder support. This means letting the users create and modify modules, skins, models, UI, and even the way the rules work. The games that have done this the best in the past are those NWN line.

Given the aformentioned extensibility of the engine to user-created content, there are two styles of play that I would like to see supported. Whether or not both could be achieved in the same game does not bother me much, although it would be a definite plus if it was done without cutting corners.

The first style of play would be for single-player modules and also multi-player modules meant for small group play; many have mentioned this ideal already: real-time out of combat, turn-based tactical while in combat. Basicaly this could be an enhanced version of the ToEE style of play, with support for multiplayer and a DM client and whatnot.

The other style of play I would like to see would be like the style of NWN, where things are based on a turn cycle, but happen in a real-time flow. The NWN style could be enhanced to give more actual control in ways too numerous to mention here, but the idea would be to enable Persistant Worlds to exist (small, community-run custom-content campaign servers which are like MMORPGs without the 'Massively' part), which are a very fun part of the MP experience in NWN (though the details of how it's accomplished could use some work).

By focusing on an improved NWN-style of play where things happen in real time for PWs (an entire server running on turn-based combat would get old way too fast), and on a hybrid of real-time exploring with tactical combat a la ToEE for single player and small group play, both venues would end up with a style that is suited to that mode of play. Of course the real-time NWN style of play would still be useable in SP and small groups, but for those of use who prefer the tactical feel in these situations, we would have something to fit our needs.

I'll just say breifly here that there is another venue, that of the truely Massively MORPG, and the NWN-style of play could be adapted to this too, but personaly I prefer the smaller PW-scale servers of NWN to the massive ones of WoW, at least for my DnD experience.

It's also worth noting that, If done right, ToEE-style muliplayer could replace many of the features of DDI subscriber content; I've said before that I think they're doing DDI all wrong, but that doesn't neccessarily mean that someone else couldn't create a third-party engine that does it all right...

Hope springs eternal~
 

vagabundo said:
They need more creative control over the computer games, these are the key to growing DND in the future.
Honestly, I'd say the real key would be a new D&D cartoon. Something with the quality level and target demographic of Avatar: The Last Airbender would seriously work wonders for the brand's popularity. But that's another thread.

Reynard said:
I having nothing really to add other than to say I miss isometric, turn based, party CRPGs with all my heart.
Oh, by God, yes. This halfway-between-action-and-strategy thing that the Neverwinter Nights series does is just tragically flawed. I can't control a whole party in realtime, but the AI is always so bad that I need to control the stupid bastards.

coruscadragon said:
The NWN style could be enhanced to give more actual control in ways too numerous to mention here, but the idea would be to enable Persistant Worlds to exist (small, community-run custom-content campaign servers which are like MMORPGs without the 'Massively' part), which are a very fun part of the MP experience in NWN (though the details of how it's accomplished could use some work).
Seriously, I'd really, really love to see a game aimed primarily at persistant world implementation. Some kind of online campaign setting construction kit, essentially.
 

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