D&D Online to gradually transfer from 3.5 to 4e

When someone makes a turn-based computer game with 4E mechanics I might get interested. Something like a modern version of the old gold box SSI ones. D&D rules and real-time battles don't mix very well.
 

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I also hate WOW (any game where you can get up and make a sandwich while your character still fights is too stupid for words
You just described 99 percent of MMOs. In fact, WoW was the first MMO to get away from being able to hit A (for Attack) and walking away, since most of your abilities require active play. In EverQuest, it was quite easy for warriors especially to just hit A and leave the room.
 

My guess will be that the differences between the 3.5E and 4E games will be handled much like the Battlenet games do when the ladders get reset: you log in to discover that your six-month old character can no longer play in games with newer rules. Not good either.
Nah, they'll just "transition" those characters once PHB2 comes out.
 

When someone makes a turn-based computer game with 4E mechanics I might get interested.

1.)Turned based combat.
2.)Squad based combat.
3.)Player stats that improve.
4.)Dynamic lighing effects.
5.)Interupting Actions.
6.)Upgradeable equipment.
7.)Ranged and melee attacks.
8.)Looting the dead.
9.)Escaliting bad guys.
10.) Fun!

I vote they take the original Xcom ground engine D&D it, add the mechanics of 4e, link with a narrative and profit!

Hasbro had the lisence but sold it back in 2001. 2k is currently working on a remake of the original. Still I can dream can't I?

I'm off to play some DosBox Xcom...
 
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When someone makes a turn-based computer game with 4E mechanics I might get interested. Something like a modern version of the old gold box SSI ones. D&D rules and real-time battles don't mix very well.

I agree here - true D&D rules can't work unless it is turn-based (can you imagine trying to choose from among the options of any 4E character in real-time? So many hot keys!). Anything done in real time will require a vast reduction of abilities and simplification of play beyond recognition. I play DDO, but I don't fool myself into thinking it is an accurate representation of 3.5 D&D.
 

I agree here - true D&D rules can't work unless it is turn-based (can you imagine trying to choose from among the options of any 4E character in real-time? So many hot keys!). Anything done in real time will require a vast reduction of abilities and simplification of play beyond recognition. I play DDO, but I don't fool myself into thinking it is an accurate representation of 3.5 D&D.

Well, the Neverwinter Nights 2 Games showed that you can cover lots of powers for individual characters, even if it far from perfect. The number of at-wills, encounter and dailies in 4e seem to be more limited compared to 3e, so that might be coverable. The bigger problem is that 4E has lots of effects that break the typical round-based structure _and_ require player input. That stands in the way of real time gameplay.

Of course, anyone wanting a real time gameplay for his 4E game could make one possible - you just remove most of the immediate/opportunity attack related effects or at least the player input involved. The Wizard Shield spell might activate automatically when an enemy attack would miss without the active shield, the Paladins challenge activates automatically, and so on. I wouldn't particularly favor this approach, but it is possible...
 

Anything done in real time will require a vast reduction of abilities and simplification of play beyond recognition.
Most MMO's have tons of abilities. I have something like 40 buttons filled up on my WoW toons, and on both my hunter and warlock I was using special abilities every 2 seconds on average.

That isn't to say I wouldn't scoop up a non MMO, turn based, game. I'd be happy with a 4e game in lots of different styles. It doesn't have to be an MMO. I love the temple of elemental evil game. It woulda been even better had it had more support. I'd kill for a generic version of that with modules that you plug into it. That sounds like I'm talking about neverwinter, but I really disliked neverwinter.
 

When someone makes a turn-based computer game with 4E mechanics I might get interested. Something like a modern version of the old gold box SSI ones. D&D rules and real-time battles don't mix very well.

You know, it may not have been very popular, and certainly had bugs galore, but Temple of Elemental Evil was 3.5. It was as close as I could imagine a game getting.

It was turn based, had move/attack/5' step, it was nice I thought.
 

I agree here - true D&D rules can't work unless it is turn-based (can you imagine trying to choose from among the options of any 4E character in real-time? So many hot keys!). Anything done in real time will require a vast reduction of abilities and simplification of play beyond recognition. I play DDO, but I don't fool myself into thinking it is an accurate representation of 3.5 D&D.

I'm not sure if you've tried an MMO before, but... there are a lot more abilities in WoW than in D&D 4e. Part of the problem would be the level limit of course (1-30 doesn't leave a lot of advancement room), but number of powers is not it.

If you look at any of the WoW user interface screenshots, you'll see 40+ icons on most of the high level stuff. Spells, items, macros...


What I might like to see for a D&D game is something more Guild Wars based, you can solo, leveling is not as important (you actually hit max level about halfway through the campaign), and it's got a tighter story since it's Instance based.
 

That sounds like I'm talking about neverwinter, but I really disliked neverwinter.

That was my impression of NWN as well. It was okay, but controlling one PC and having a henchman follow you around just isn't the same as controlling a party of 4 to 6 characters. D&D is about parties.
 

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