I was reading through a thread on what people would like today, and noticed that a lot of people want to emulate the more swashbuckling style of fighting.
One thing about that style which is really hard to achieve in D&D is that the fight moves around quite a bit. Two duelists will fence down a long hallway, maybe onto the stairs. However, in a turn-based game, it's really hard to move the fight, as all you can do is move your character.
For example, you move to enemy and attack. Best option is for your enemy to stand there and attack you back. If they move away, the contact between you is broken, and it is up to you to chase them again. In a real-time computer game, on the other hand, moving the fight is very easy, and is often a necessary part of the game.
An idea I had is to turn this around. What if, when you made an attack, you had to move the fight 20 yards in one direction? Standing still would require an extra effort, and probably result in extra penalties.
This would allow players to manoeuver the fight, and force enemies to a disadvantageous position. It might simulate pressing the opponent and forcing them to give ground a bit better.
One thing about that style which is really hard to achieve in D&D is that the fight moves around quite a bit. Two duelists will fence down a long hallway, maybe onto the stairs. However, in a turn-based game, it's really hard to move the fight, as all you can do is move your character.
For example, you move to enemy and attack. Best option is for your enemy to stand there and attack you back. If they move away, the contact between you is broken, and it is up to you to chase them again. In a real-time computer game, on the other hand, moving the fight is very easy, and is often a necessary part of the game.
An idea I had is to turn this around. What if, when you made an attack, you had to move the fight 20 yards in one direction? Standing still would require an extra effort, and probably result in extra penalties.
This would allow players to manoeuver the fight, and force enemies to a disadvantageous position. It might simulate pressing the opponent and forcing them to give ground a bit better.