Nebulous
Legend
Forked from: Dealing with a DM who takes things too literally
I've been playing a lot of 3.5 Temple of Elemental Evil recently, and i've been hoping that at some point a 4e tactical game will come out. But this thread got me thinking about how Powers would look in a 4e video game. How much creativity goes into how a power is described, and how much is a flat mechanic? If a 4e video game WERE made, would they need a new animation for every class and power, across multiple splatbooks? How would a program animate pushing monsters into pits and over ledges? What about swapping places with a gelatinous cube? A computer program MUST take the rules literally, as it doesn't have the creative expression of a real person. In earlier editions of the game it came down to swing and hit/swing and miss, but now forced movement is a huge part of the game, and it can happen in circumstances that don't always make sense.
Is a 4e tactical videogame realistic, and how hard do you think it would be to make?
Mallus said:The DM always has the final say, that doesn't mean they're always right... Like in this case.
Asking how the man in armor pushes a giant is like asking how the man in the pointed hat shoots fire out of his hand. It just happens. You can explain it any way you like, in fact, that's a big part of the 4e DM's job.
The challenge for a 4e DM isn't to determine whether a martial exploit is reasonable in a given situation, it's to create a reasonable description of it occurring. It's a creative challenge, not a logical one.
If this doesn't work, point out that older editions of D&D aren't much different. A man armed with a dagger can kill a giant, presumably by stabbing it mightily in the foot (this is easier if your using the double-specialization rules from 1e's Unearthed Arcana). In Rolemaster I'm fairly sure you can punch someone with a cestus so hard that their spleen explodes, doing splash damage to everyone in a 5' radius (I kid... barely). Mention that David killed Goliath with a sling stone (more or less). There are plenty of example of successful and unreasonable actions in other games and heroic fiction in general.
I've been playing a lot of 3.5 Temple of Elemental Evil recently, and i've been hoping that at some point a 4e tactical game will come out. But this thread got me thinking about how Powers would look in a 4e video game. How much creativity goes into how a power is described, and how much is a flat mechanic? If a 4e video game WERE made, would they need a new animation for every class and power, across multiple splatbooks? How would a program animate pushing monsters into pits and over ledges? What about swapping places with a gelatinous cube? A computer program MUST take the rules literally, as it doesn't have the creative expression of a real person. In earlier editions of the game it came down to swing and hit/swing and miss, but now forced movement is a huge part of the game, and it can happen in circumstances that don't always make sense.
Is a 4e tactical videogame realistic, and how hard do you think it would be to make?