Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Is there any D&D 4th computer game?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="keterys" data-source="post: 4939625" data-attributes="member: 43019"><p>All of those games had simultaneous turns in which you could initiate actions at times other than at prescribed begin and end of turn boundaries. They required targeting areas based on where you thought creatures might move to, they had abilities to switch what you were doing to adapt to changing circumstances, and they did not have delay/ready/etc type initiative dynamics.</p><p></p><p>Being able to pause does not make it turn-based. It was still real time.</p><p></p><p>I explained that earlier, and you might have missed it.</p><p></p><p>Further, when playing multiplayer versions of many of these games, you _didn't_ pause the game except for things like 'doorbell, pizza' because that crippled gameplay, as you note. When people play 64-player nwn, they don't pause, at all.</p><p></p><p>Now, for team-based multiplayer, as I said earlier, you can do realtime with a pause option, as some of these games did, but turn-based will fail.</p><p></p><p>They tend to have less forced movement, it is true, but that doesn't make them significantly more simple. At the end of the day, _whether you're playing tabletop or on a computer_ if you can't make decisions about the use of a power within a few seconds, then that power is probably poorly designed. Being quite honest, it is possible to play at an actual table, with actual dice, and living breathing people, and make a decision about what power to use and what to do with it, in 5 seconds. Sometimes you won't get the most superlatively excellent result, but much like speed chess it is possible to play games faster. In fact, if you look on these boards, there's a lot of threas about trying to make it so. Agonizing over decisions is not actual a game feature of 4e <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>WoW only started playing with forced movement recently, they might have more later. Champions Online is filled with forced movement. Knockdowns, knockups, knockaways, with buttons you hold down to increase radius or increase the distance pushed or chance to do so, etc. All pretty tactical considerations handled in real time.</p><p></p><p>It's actually got a lot of good things about it, but it being shackled to 3e rules makes its character creation and handling really complex, and they added to it by giving you customizable enhancements they could sprinkle throughout the leveling process - like I chose from a huge list of options to get +1 damage with elven weapons, faster stealth, and more sneak attack damage. In that respect, 4e would be a lot easier since you don't have to pick a class and skill ranks at every level up point, and the system assumes you can retrain feats and powers.</p><p></p><p>No... they aren't. I've played almost _all_ of the D&D CRPGs (nice thing about having a hobby, people know what kinds of gifts to give you, and they made some very nice dnd compilations of games). SSI Goldbox, Dark Sun, Pool of Radiance, Temple of Elemental Evil - those are turn-based. Baldur's Gate & Icewind Dale were real-time with some turn-based elements and the ability to pause at turn markers. Nwn was just real-time, regardless of pausing.</p><p></p><p>Unless you think you'd call D&D tabletop turn-based if you did it auction style, with everyone moving their mini as they reached for it, calling out their actions with rolls and effects, all going at once. I'm pretty sure that's not.</p><p></p><p>Several of the dnd CRPGs changed sneak attack from requiring flank to requiring the target not be attacking you and engaged in fighting another enemy. So you could sneak attack in NWN as long as a buddy was fighting it.</p><p></p><p>Psst. There was flank in 3rd edition. There was almost Point Blank Shot. And Cover. </p><p></p><p>In NWN (3e), a sorcerer could use metamagic-ed versions of _all_ their spells, so a sorcerer might have 4 different versions of fireball that they cast, not only picking which one, but also picking where to send it. And there are lots of people who could do that without pausing.</p><p></p><p>You're just wrong. It is neither impossible nor bearing very little resemblance to the original product. It is possible. It could bear a very strong resemblance to the original product. Would it be more difficult than making something from scratch entirely without restrictions? Well, yes. That's why Bioware, after great success doing dnd-based games, got out of it and started doing their own thing. They didn't want the restrictions.</p><p></p><p>It may be entirely true that _you_ can't imagine how to do it, but the folks who make computer and video games are very experienced in figuring out solutions to such things and it is entirely possible. Of course, it's entirely possible we'd get a crappy real time game, just like Pool of Radiance was a crappy turn-based game. </p><p></p><p>Either way, the market will likely not bear a truly turn-based _multiplayer_ D&D4e game unless it's basically a version of the game table (which will have a much smaller slice of potential market). People have expectations of multiplayer in games and one of those big expectations is being able to act more than once every few minutes. </p><p></p><p>Being able to pause games will be nice for any solely team-based multiplayer game, but it will still need to react in real time. And if the game requires people to pause frequently for basic gameplay, then multiplayer wil become untenable rapidly.</p><p></p><p>Solo I'd prefer turn-based and controlling a whole group, likely. Different requirements entirely though.</p></blockquote><p></p>
[QUOTE="keterys, post: 4939625, member: 43019"] All of those games had simultaneous turns in which you could initiate actions at times other than at prescribed begin and end of turn boundaries. They required targeting areas based on where you thought creatures might move to, they had abilities to switch what you were doing to adapt to changing circumstances, and they did not have delay/ready/etc type initiative dynamics. Being able to pause does not make it turn-based. It was still real time. I explained that earlier, and you might have missed it. Further, when playing multiplayer versions of many of these games, you _didn't_ pause the game except for things like 'doorbell, pizza' because that crippled gameplay, as you note. When people play 64-player nwn, they don't pause, at all. Now, for team-based multiplayer, as I said earlier, you can do realtime with a pause option, as some of these games did, but turn-based will fail. They tend to have less forced movement, it is true, but that doesn't make them significantly more simple. At the end of the day, _whether you're playing tabletop or on a computer_ if you can't make decisions about the use of a power within a few seconds, then that power is probably poorly designed. Being quite honest, it is possible to play at an actual table, with actual dice, and living breathing people, and make a decision about what power to use and what to do with it, in 5 seconds. Sometimes you won't get the most superlatively excellent result, but much like speed chess it is possible to play games faster. In fact, if you look on these boards, there's a lot of threas about trying to make it so. Agonizing over decisions is not actual a game feature of 4e :) WoW only started playing with forced movement recently, they might have more later. Champions Online is filled with forced movement. Knockdowns, knockups, knockaways, with buttons you hold down to increase radius or increase the distance pushed or chance to do so, etc. All pretty tactical considerations handled in real time. It's actually got a lot of good things about it, but it being shackled to 3e rules makes its character creation and handling really complex, and they added to it by giving you customizable enhancements they could sprinkle throughout the leveling process - like I chose from a huge list of options to get +1 damage with elven weapons, faster stealth, and more sneak attack damage. In that respect, 4e would be a lot easier since you don't have to pick a class and skill ranks at every level up point, and the system assumes you can retrain feats and powers. No... they aren't. I've played almost _all_ of the D&D CRPGs (nice thing about having a hobby, people know what kinds of gifts to give you, and they made some very nice dnd compilations of games). SSI Goldbox, Dark Sun, Pool of Radiance, Temple of Elemental Evil - those are turn-based. Baldur's Gate & Icewind Dale were real-time with some turn-based elements and the ability to pause at turn markers. Nwn was just real-time, regardless of pausing. Unless you think you'd call D&D tabletop turn-based if you did it auction style, with everyone moving their mini as they reached for it, calling out their actions with rolls and effects, all going at once. I'm pretty sure that's not. Several of the dnd CRPGs changed sneak attack from requiring flank to requiring the target not be attacking you and engaged in fighting another enemy. So you could sneak attack in NWN as long as a buddy was fighting it. Psst. There was flank in 3rd edition. There was almost Point Blank Shot. And Cover. In NWN (3e), a sorcerer could use metamagic-ed versions of _all_ their spells, so a sorcerer might have 4 different versions of fireball that they cast, not only picking which one, but also picking where to send it. And there are lots of people who could do that without pausing. You're just wrong. It is neither impossible nor bearing very little resemblance to the original product. It is possible. It could bear a very strong resemblance to the original product. Would it be more difficult than making something from scratch entirely without restrictions? Well, yes. That's why Bioware, after great success doing dnd-based games, got out of it and started doing their own thing. They didn't want the restrictions. It may be entirely true that _you_ can't imagine how to do it, but the folks who make computer and video games are very experienced in figuring out solutions to such things and it is entirely possible. Of course, it's entirely possible we'd get a crappy real time game, just like Pool of Radiance was a crappy turn-based game. Either way, the market will likely not bear a truly turn-based _multiplayer_ D&D4e game unless it's basically a version of the game table (which will have a much smaller slice of potential market). People have expectations of multiplayer in games and one of those big expectations is being able to act more than once every few minutes. Being able to pause games will be nice for any solely team-based multiplayer game, but it will still need to react in real time. And if the game requires people to pause frequently for basic gameplay, then multiplayer wil become untenable rapidly. Solo I'd prefer turn-based and controlling a whole group, likely. Different requirements entirely though. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Is there any D&D 4th computer game?
Top