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Is there any D&D 4th computer game?
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<blockquote data-quote="OchreJelly" data-source="post: 4939622" data-attributes="member: 62056"><p>Forget making a computer version real-time, I'd like to see the table-top version become real-time! He who throws dice and computes fastest wins!</p><p></p><p>I kid, I kid, but there are definitely challenges in converting 4E to the PC. I'm in the camp that if you go real-time, you basically are creating the rules from scratch, but keeping enough familiarity that it still feels like DND. </p><p></p><p>At it's most cursory level that can be things like having the classes, classic monsters etc, but mechanically there are some things that work really well with 4E's template:</p><p>- Class-based design: easy. Videogames have been doing this for decades.</p><p>- The math is solid enough to port over to a PC version or at the very least make for a good template to work off of. </p><p>- "At will" powers translate pretty well</p><p>- Encounter and daily on cooldowns would work well</p><p>- Feats: As has been done in many video games, these are pretty portable.</p><p>- Skill Challenges: This would actually work pretty well in most scripted encounters. Bioware games have used this approach a lot, but usually without consequences. Look to Dragon Age (their new game) for more conversations with consequences. </p><p>- Lighting and encumbrance. Video games, in fact, do these so much better than tabletop.</p><p>- Interactive environment: WIth a good physics engine, a PC game could handle modeling "stray arrow" collisions better than tabletop.</p><p></p><p>Here's what's harder to do:</p><p>- Zone control for OA's is tricky but I believe NWN did this with some success.</p><p>- As stated slides don't work as well. I could see slide being changed as some random movement, or if they get fancy make it positionally based.</p><p>- immediate reactions: These would probably need simpler triggers such as "on crit" or on "being hit once every 5 seconds" etc. You could assign one or more "auto cast" reaction abilities with cooldowns. Or they would be turned into passive powers. Basically these would be very different from the tabletop version.</p><p>- Skills: Open use of skills has always been tricky in CRPGS. How many have you played where PC's could actually climb? Real skill use would probably only come up in skill challenges or as prereqs.</p><p>- Healing surges <em>as a concept</em>, could work really well for games. Like a threshold of healing you can have at any given time so it's not spammable. Certain JRPGS handle this idea interestingly, like Murama Demon Blade has a "fullness meter" to keep you from trying to eat too much to heal constantly in a fight.</p><p></p><p>* Note: I say PC game a lot but really the arguments apply to any video game platform, some better than others.</p></blockquote><p></p>
[QUOTE="OchreJelly, post: 4939622, member: 62056"] Forget making a computer version real-time, I'd like to see the table-top version become real-time! He who throws dice and computes fastest wins! I kid, I kid, but there are definitely challenges in converting 4E to the PC. I'm in the camp that if you go real-time, you basically are creating the rules from scratch, but keeping enough familiarity that it still feels like DND. At it's most cursory level that can be things like having the classes, classic monsters etc, but mechanically there are some things that work really well with 4E's template: - Class-based design: easy. Videogames have been doing this for decades. - The math is solid enough to port over to a PC version or at the very least make for a good template to work off of. - "At will" powers translate pretty well - Encounter and daily on cooldowns would work well - Feats: As has been done in many video games, these are pretty portable. - Skill Challenges: This would actually work pretty well in most scripted encounters. Bioware games have used this approach a lot, but usually without consequences. Look to Dragon Age (their new game) for more conversations with consequences. - Lighting and encumbrance. Video games, in fact, do these so much better than tabletop. - Interactive environment: WIth a good physics engine, a PC game could handle modeling "stray arrow" collisions better than tabletop. Here's what's harder to do: - Zone control for OA's is tricky but I believe NWN did this with some success. - As stated slides don't work as well. I could see slide being changed as some random movement, or if they get fancy make it positionally based. - immediate reactions: These would probably need simpler triggers such as "on crit" or on "being hit once every 5 seconds" etc. You could assign one or more "auto cast" reaction abilities with cooldowns. Or they would be turned into passive powers. Basically these would be very different from the tabletop version. - Skills: Open use of skills has always been tricky in CRPGS. How many have you played where PC's could actually climb? Real skill use would probably only come up in skill challenges or as prereqs. - Healing surges [I]as a concept[/I], could work really well for games. Like a threshold of healing you can have at any given time so it's not spammable. Certain JRPGS handle this idea interestingly, like Murama Demon Blade has a "fullness meter" to keep you from trying to eat too much to heal constantly in a fight. * Note: I say PC game a lot but really the arguments apply to any video game platform, some better than others. [/QUOTE]
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