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Is there any D&D 4th computer game?
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<blockquote data-quote="RangerWickett" data-source="post: 5114563" data-attributes="member: 63"><p>I once spent a summer brainstorming a D&D-esque game for PS2, with the help of some friends. One of the versions I liked best went like this:</p><p></p><p><strong>3rd Person Perspective, Real Time.</strong> You're usually looking slightly down from slightly behind your character, and you play in real time. Sort of like God of War or Fable.</p><p></p><p>Still, you move around with the left analog, and use the right analog to change the camera angle. Out of combat the camera will reset to a pre-programmed point of view if you don't move the right analog for a few seconds. In combat it will look where you tell it to, though it tends to follow the enemy you're attacking. If you press in the right analog, the camera would look wherever the game thinks you should be looking.</p><p></p><p><strong>Multiple Classes with Various Action Sets.</strong> Say you're a typical fighter-esque guy. You'd have one basic set of actions with the normal Triangle, Square, Circle, and X buttons. Probably something like attack, block, jump, and lock-on. </p><p></p><p>(It would lock onto a target, either whoever's in the center of your screen, or the guy you just attacked. You could press the directional keypad to cycle through different targets on screen.)</p><p></p><p>Then you'd also have four 'Action Sets,' keyed to the R1, R2, L1, and L2 buttons. If you press one of those buttons, it would change what the main four buttons (triangle, square, etc.) do.</p><p></p><p>Like maybe R1 would be "Power Attacks." R1+Triangle could be a knockback hit. R1+Square could be cleave. R1+Circle could be whirlwind attack. And R1+X could be a reckless charge. Or maybe there'd be combos where if you hold R1 and hit X, X, Square, Circle, you pull off some cool attack.</p><p></p><p>R2 might be "Grappling," to let you grab people, or climb huge monsters. L1 might be "Dueling" where moves would combine parries with ripostes, or have built-in sidesteps. And L2 might be "Utility," where you could set each of the main buttons to a different disposable item like a healing potion, or a weapon swap.</p><p></p><p>As you gain levels you’d get access to new Action Sets, but you’d have to choose from 4 at any given time, both to keep the game from getting too complicated, and to keep you from having an overpowering number of attacks. (If the latter ends up not being an issue, maybe pressing all four trigger buttons (R1, R2, L1, L2) would toggle you to a second set of Action Sets.)</p><p></p><p>Spellcasters would work similarly. Maybe R1 is evocations. R1+circle, circle, x could be a fireball (after casting you’d have to use the analog sticks to aim where to target), R1+triangle, triangle, triangle could be a lightning bolt, and R1+x,x,x could be a barrage of magic missiles. R2 could be defensive spells. L1 might be summon spells. And you’d have a finite amount of mana. </p><p></p><p>Every class would start with 4 pre-chosen Action Sets, and would have easier or harder access to other sets, but it would be possible to learn any combination of actions. Maybe once you get a total of 8 sets, you’d gain the ability to toggle between one batch and the other. By the time you’re “epic level,” you’d have tons of combat options, some geared for one-on-one fights, others for big melees.</p><p></p><p>I would prefer that style of gameplay much more than turn-based, and it would allow online play, which is the big draw these days.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5114563, member: 63"] I once spent a summer brainstorming a D&D-esque game for PS2, with the help of some friends. One of the versions I liked best went like this: [b]3rd Person Perspective, Real Time.[/b] You're usually looking slightly down from slightly behind your character, and you play in real time. Sort of like God of War or Fable. Still, you move around with the left analog, and use the right analog to change the camera angle. Out of combat the camera will reset to a pre-programmed point of view if you don't move the right analog for a few seconds. In combat it will look where you tell it to, though it tends to follow the enemy you're attacking. If you press in the right analog, the camera would look wherever the game thinks you should be looking. [b]Multiple Classes with Various Action Sets.[/b] Say you're a typical fighter-esque guy. You'd have one basic set of actions with the normal Triangle, Square, Circle, and X buttons. Probably something like attack, block, jump, and lock-on. (It would lock onto a target, either whoever's in the center of your screen, or the guy you just attacked. You could press the directional keypad to cycle through different targets on screen.) Then you'd also have four 'Action Sets,' keyed to the R1, R2, L1, and L2 buttons. If you press one of those buttons, it would change what the main four buttons (triangle, square, etc.) do. Like maybe R1 would be "Power Attacks." R1+Triangle could be a knockback hit. R1+Square could be cleave. R1+Circle could be whirlwind attack. And R1+X could be a reckless charge. Or maybe there'd be combos where if you hold R1 and hit X, X, Square, Circle, you pull off some cool attack. R2 might be "Grappling," to let you grab people, or climb huge monsters. L1 might be "Dueling" where moves would combine parries with ripostes, or have built-in sidesteps. And L2 might be "Utility," where you could set each of the main buttons to a different disposable item like a healing potion, or a weapon swap. As you gain levels you’d get access to new Action Sets, but you’d have to choose from 4 at any given time, both to keep the game from getting too complicated, and to keep you from having an overpowering number of attacks. (If the latter ends up not being an issue, maybe pressing all four trigger buttons (R1, R2, L1, L2) would toggle you to a second set of Action Sets.) Spellcasters would work similarly. Maybe R1 is evocations. R1+circle, circle, x could be a fireball (after casting you’d have to use the analog sticks to aim where to target), R1+triangle, triangle, triangle could be a lightning bolt, and R1+x,x,x could be a barrage of magic missiles. R2 could be defensive spells. L1 might be summon spells. And you’d have a finite amount of mana. Every class would start with 4 pre-chosen Action Sets, and would have easier or harder access to other sets, but it would be possible to learn any combination of actions. Maybe once you get a total of 8 sets, you’d gain the ability to toggle between one batch and the other. By the time you’re “epic level,” you’d have tons of combat options, some geared for one-on-one fights, others for big melees. I would prefer that style of gameplay much more than turn-based, and it would allow online play, which is the big draw these days. [/QUOTE]
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