NP. GTBoA!that's been so informative. It helps very much!
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NP. GTBoA!that's been so informative. It helps very much!
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So... more good adventures are going to be planned? More RP-heavy adventures? That would change the perception a lot, I assume (esp. as KotS was pretty "dungeon-crawly" for an introductory adventure and sure tinted the perception).Good advice here. One chapter in a book won't change that perception. I would love to see some more RP type modules like the original Ravenloft.
Very cool! Happy to hear that!yes we are in active negotiations with a new German publishing partner
Your comment above: "has nothing to do with what you are talking about" is just a dismissive quote for the sake of making a dismissive point. Why do you need to do such a thing is beyond me.NP. GTBoA!
Your comment above: "has nothing to do with what you are talking about" is just a dismissive quote for the sake of making a dismissive point. Why do you need to do such a thing is beyond me.
For the edification of xechnow:
Immediate interrupts and immediate reactions are the issue. At the least, you would need to program the AI to react to the user's actions out of its turn. Ideally, you also want an interface to allow the user to react to the AI's actions, if you don't want the AI handling all immediate actions itself.
Talk of 4E not supporting exploration or dialogue or resource management or whatever else it is that was so good about Baldurs Gate is silly. 4E supports this to the exact same extent that any version of D&D has supported it.
Agreed on both counts. Logan Bonner deserves a raise for the familiar roleplaying hooks.Adventures with more roleplaying or the fun flavor type stuff with familiars are good examples of this.
Thanks for the edification hong.
Well I disagree. AoO is an example of what you are talking about and it has been implemented already in games. Also "readying" actions is something very similar already implemented in various games. Blooded conditions would seem to fit in the same problematic you are talking about and whole AI dynamics are build around this sort of thing.
I insist on the exploration problematic due to the limited focus on resource managment and greater focus on tactics. Jagged alliance has a story too.
It is that plot development though is easier to do with a model of limited "explorative" resources than tactical play.