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<blockquote data-quote="mkill" data-source="post: 5893106" data-attributes="member: 55985"><p><em>Sorry for getting slightly off topic, but I've read this 100 times and it's still BS...</em></p><p></p><p>4th edition is <em>not</em> a good video game rules set. It was never designed with video games in mind. </p><p></p><p>Just look at the whole action economy: 4th edition has tons of interrupts and other off-turn powers. That's hell to implement in a user interface. How would you do that? Should there be a dialog popping up "the monster attacked an ally, do you want to use your Divine Challenge?" It works great at the game table, but not in a video game. And it's questionable any game company would want to make a purely turn-based RPG anyway.</p><p></p><p>The other problem is the exception-based design. It's no problem on the character sheet, but it's hell to implement in software if every class has their own little special mechanics. Just think how complicated just the character builder is. Now imagine you have to implement that all in an actual game.</p><p></p><p>The tactical complexity is another issue. 4E D&D monsters require a pretty smart AI, unlike, say, WOW monsters that purely follow aggro.</p><p></p><p>On the other hand, 4E deliberately cuts the things that computers handle really well - keeping track of thousands of modifiers and conditions and their duration, big numbers...</p><p></p><p>Really, if you had to write a video game RPG, 4E is not the best go to system.</p></blockquote><p></p>
[QUOTE="mkill, post: 5893106, member: 55985"] [I]Sorry for getting slightly off topic, but I've read this 100 times and it's still BS...[/I] 4th edition is [I]not[/I] a good video game rules set. It was never designed with video games in mind. Just look at the whole action economy: 4th edition has tons of interrupts and other off-turn powers. That's hell to implement in a user interface. How would you do that? Should there be a dialog popping up "the monster attacked an ally, do you want to use your Divine Challenge?" It works great at the game table, but not in a video game. And it's questionable any game company would want to make a purely turn-based RPG anyway. The other problem is the exception-based design. It's no problem on the character sheet, but it's hell to implement in software if every class has their own little special mechanics. Just think how complicated just the character builder is. Now imagine you have to implement that all in an actual game. The tactical complexity is another issue. 4E D&D monsters require a pretty smart AI, unlike, say, WOW monsters that purely follow aggro. On the other hand, 4E deliberately cuts the things that computers handle really well - keeping track of thousands of modifiers and conditions and their duration, big numbers... Really, if you had to write a video game RPG, 4E is not the best go to system. [/QUOTE]
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