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Is there any D&D 4th computer game?
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<blockquote data-quote="keterys" data-source="post: 4939379" data-attributes="member: 43019"><p>Neverwinter Nights was extraordinarily recognizable as D&D 3rd edition. So is D&D Online and they made tremendous changes to support their platform. Far more than necessary, certainly, but I still know one person who won't play it not because of the gameplay but because it's too 3rd edition for him. And, if you haven't played, the changes really are massive.</p><p></p><p>3rd edition was also not a far less tactically complex system than 4th. 1st and 2nd edition were, of course, and games like Icewind Dale and Baldur's Gate were pretty popular and had everyone acting at once. Yes, you could pause, but they weren't actually turn-based - you couldn't take your action and assume the enemy would stay where it was, you couldn't take one character's action to setup another who went afterwards, or delay in initiative. It all happened at once. That's real time. A pause button is in a lot of first person shooters, too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>4th edition has a lot less buttons, a lot less buffing, and a lot less triggers than previous editions for many classes. That would make it easier to handle as a computer game from an interface standpoint.</p><p></p><p>Forced movement and brief status effects work well on a computer. You can use concepts like holding down an attack for a certain amount of time to set how far you do the forced movement or pressing a number. Could also just use a mouseclick interface where you click where you want to force someone to - all kinds of possible solutions.</p><p></p><p>Immediate interrupts could be toggled on and off in advance, reactions within 3 seconds of their triggers. It's not 100% perfect, but it's more than recognizable.</p><p></p><p>I will admit - people might raise a stink if they change fireballs from cubes into spheres, since the whole diagonals are equal thing was done to make tabletop play faster so a CRPG would probably ditch that.</p></blockquote><p></p>
[QUOTE="keterys, post: 4939379, member: 43019"] Neverwinter Nights was extraordinarily recognizable as D&D 3rd edition. So is D&D Online and they made tremendous changes to support their platform. Far more than necessary, certainly, but I still know one person who won't play it not because of the gameplay but because it's too 3rd edition for him. And, if you haven't played, the changes really are massive. 3rd edition was also not a far less tactically complex system than 4th. 1st and 2nd edition were, of course, and games like Icewind Dale and Baldur's Gate were pretty popular and had everyone acting at once. Yes, you could pause, but they weren't actually turn-based - you couldn't take your action and assume the enemy would stay where it was, you couldn't take one character's action to setup another who went afterwards, or delay in initiative. It all happened at once. That's real time. A pause button is in a lot of first person shooters, too :) 4th edition has a lot less buttons, a lot less buffing, and a lot less triggers than previous editions for many classes. That would make it easier to handle as a computer game from an interface standpoint. Forced movement and brief status effects work well on a computer. You can use concepts like holding down an attack for a certain amount of time to set how far you do the forced movement or pressing a number. Could also just use a mouseclick interface where you click where you want to force someone to - all kinds of possible solutions. Immediate interrupts could be toggled on and off in advance, reactions within 3 seconds of their triggers. It's not 100% perfect, but it's more than recognizable. I will admit - people might raise a stink if they change fireballs from cubes into spheres, since the whole diagonals are equal thing was done to make tabletop play faster so a CRPG would probably ditch that. [/QUOTE]
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