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My SCL first impressions
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<blockquote data-quote="Tyranthraxus" data-source="post: 6737386" data-attributes="member: 13335"><p>You picked Temple of Elemental Evil over the Gold Box games for rules closeness? The Gold Box games are so close to the rules of the time as to be indistinguishable. </p><p></p><p>I was just trying to imagine Sword Coast Legends with the same sort of adherence to rules the Gold Box games and I definetly think Id actually probably run it more like Divinity: Original Sin. </p><p></p><p>You would have your action points but everyone would have the same bar the Rogue (with the cunning Action). so if you spend your AP on all movment the game would conslude that you had burned your standard action for Dash. </p><p>Rogues would of course get their bonus cunning action. You could still use the number keys for 'powers' read spells and class abilities but their would be no refresh time.. you would simply have another screen which waiting for everyone else to click on that said short rest/long rest. Once everyone clicked on that then you would deal with either the short rest mechanics or long rest ones. </p><p></p><p>And you could still do this co-op. Combat starts. The computer rolls init for everyone based on their sheets and the monsters. You have a set time to do your action, then it passes to the next then the next and so on. </p><p></p><p>I know people keep saying that people wont buy those types of games, but lets be honest .. who is SCL marketed at? D&D players who want a D&D computer game, or Computer rpg players who would play those types of games? And if thats the case then why not at least try to use it as a tool to market it to those Computer game players who might think ' Hey.. this could of been a copy of Dragon Age.. but look.. no cool down timers.. and you need to rest to get stuff back.. thats different I might try that' </p><p></p><p>And if that leads them to think that they might try the Tabeltop after that then .. thats great for the hobby in general. </p><p></p><p>A) We wouldnt have to teach them much in the way of extra rules.. they would have the basics downpat</p><p>B) It would certainly raise the number of gamers. </p><p></p><p>As it is, a Computer gamer buys SCL via steam. They install it. They learn that D&D has Moon Elves and Sun Elves and Wood Elves and that there is a Human and a Human Variant and that there are a limited number of classes and they pick 'trees of skills' (again like DA). </p><p></p><p>They think 'Hey, D&D plays out like Dragon Age. I can level up my magic missile or my healing and it takes X amount of time to come back'</p><p></p><p>Then next week they are invited to a lets say Encounters game on the Wed night. They attempt to rebuild their character and look confused when they see no trees but a whole big list of spells to pick from in the Players handbook for their mage. Confusion isnt great, and Im not sure SCL is going to be a way to bring people into the TT version.</p></blockquote><p></p>
[QUOTE="Tyranthraxus, post: 6737386, member: 13335"] You picked Temple of Elemental Evil over the Gold Box games for rules closeness? The Gold Box games are so close to the rules of the time as to be indistinguishable. I was just trying to imagine Sword Coast Legends with the same sort of adherence to rules the Gold Box games and I definetly think Id actually probably run it more like Divinity: Original Sin. You would have your action points but everyone would have the same bar the Rogue (with the cunning Action). so if you spend your AP on all movment the game would conslude that you had burned your standard action for Dash. Rogues would of course get their bonus cunning action. You could still use the number keys for 'powers' read spells and class abilities but their would be no refresh time.. you would simply have another screen which waiting for everyone else to click on that said short rest/long rest. Once everyone clicked on that then you would deal with either the short rest mechanics or long rest ones. And you could still do this co-op. Combat starts. The computer rolls init for everyone based on their sheets and the monsters. You have a set time to do your action, then it passes to the next then the next and so on. I know people keep saying that people wont buy those types of games, but lets be honest .. who is SCL marketed at? D&D players who want a D&D computer game, or Computer rpg players who would play those types of games? And if thats the case then why not at least try to use it as a tool to market it to those Computer game players who might think ' Hey.. this could of been a copy of Dragon Age.. but look.. no cool down timers.. and you need to rest to get stuff back.. thats different I might try that' And if that leads them to think that they might try the Tabeltop after that then .. thats great for the hobby in general. A) We wouldnt have to teach them much in the way of extra rules.. they would have the basics downpat B) It would certainly raise the number of gamers. As it is, a Computer gamer buys SCL via steam. They install it. They learn that D&D has Moon Elves and Sun Elves and Wood Elves and that there is a Human and a Human Variant and that there are a limited number of classes and they pick 'trees of skills' (again like DA). They think 'Hey, D&D plays out like Dragon Age. I can level up my magic missile or my healing and it takes X amount of time to come back' Then next week they are invited to a lets say Encounters game on the Wed night. They attempt to rebuild their character and look confused when they see no trees but a whole big list of spells to pick from in the Players handbook for their mage. Confusion isnt great, and Im not sure SCL is going to be a way to bring people into the TT version. [/QUOTE]
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