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<blockquote data-quote="Var" data-source="post: 8007171" data-attributes="member: 7022819"><p>Stirring the hornet's nest a bit further.</p><p>A minor percentile of players (single digit) owning BG2 on Steam played it for over an hour.</p><p>Well below Steam average.</p><p></p><p>Triangulating that, most people claiming to be offended by it being turn based, statistically can't have played it on Steam, let alone completed it. Must have used their original physical copies <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>RTWP doesn't lend itself well to a tactical game. If it requires hand-eye coordination and requires permanent attention to manage cooldowns, react on time and can screw you by having your camera positioned slightly off the action, there's room for improvement on the tactical layer.</p><p>RTWP doesn't lend itself well to Ironman runs/achievements. If you want a similar DnD experience to playing IRL with your friends, you'd want this feature.</p><p>That doesn't work in RTWP without stressing yourself out constantly and/or creating completely untouchable broken builds that can't be hit/killed by NPCs, yay immersive.</p><p>To make it possible for a 50+ hour campaign to be realistic with a single save, turn based just fits the bill better. A single miss click will cost you a stressful second while you wait for the roll on an attack of Opportunity you missed or worst case a diamond for a rezz.</p><p>Failing to notice a caster on the other side wind up a Fireball in RTWP means TPK - time to restart.</p><p></p><p>While I'm more on the against side regarding group Initiative, it definitely works better for multiplayer, speeds up turns, enables player combos (which is rewarding), and adds a layer of challenge if the AI can utilize it properly.</p><p>If the encounters are designed around it by making sure enemies spread out or add a CR or 2 over the DND "default" to compensate for player Advantage, I can see this working nicely. If anyone played XCOM Long War, the game is surprisingly fair at even the highest difficulty. You have all the tools to kill, disable or abuse AI, Aliens aren't much stronger than even on the Classic (Medium) difficulty (although every little bit can matter a lot due to how much RNG can swing if you ad a +1 in this game).</p><p>I'm hoping they can achieve something similar with BG3 or Solasta. Difficulty through well designed encounters and slightly stronger/more opponents/better AI would be great. Rather than the garbage attempt at difficulty that Pathfinder: Kingmaker or RPGs like Witcher 3 linke to think off as a job well done. Simply Increasing numbers - making builds and perks irrelevant that don't work with them.</p><p>When everything other than you has high HP and hits like a truck, an avoidance tank build will always outperform a high HP/Reduction/Resistance build (Touch AC was a particularly jarring problem with inflated to-hit numbers). Fortunately bounded Accuracy was pretty much designed to not go that route.</p><p>I'm looking forward to be unable to reduce dangerous opponents below 30-40% to hit (and then stackable with Disadvantage) rather than looking at something like 5% + Mirror Images.</p><p></p><p>The only thing necessary to make difficulty levels in a DnD 5E game work is to keep the Encounter XP the same on every difficulty. Even if Easy has one less Goblins than normal and Hard has one more. Same for Legendary Actions and Resistances for "bosses".</p><p></p><p>I personally find prebuffing as a default option for every second fight, you see coming grating. Either because it encourages you to reload for a besser result or because the game becomes a mile easier after you know exactly when a fight is coming after your first playthrough. "Ok lets redo that ambush, with precasted Spirit Guardians and Haste before I move into the tile that triggers it".</p><p></p><p>The one other thing aside from "bigger numbers is more hard, lol" that basically every RPG did wrong for the last few years is to equal more comfort options with a better experience.</p><p>Fast travel is a nice utility option in Skyrim and Oblivion, yet it takes away the few minutes it took you to get to the next Silt Strider and to the location you wanted to visit from there. You had a sense on wonder in Morrowind because you always had to leave from Civilisation into the wild. If you wanted to go to the deepest darkest places you had a bit of time to get into the mood for an expedition took a little detour and found an interesting landmark or dungeon you never knew was there. Most things were encountered while planning to go elsewhere and you had to find them for yourself. You didn't get 3 quests to fetch a Macguffin, kill a dude and fetch some berries from every place the devs wanted to show off their shiny reused assets like in Skyrim. There wasn't a collect X and set up your flag on every landmark quest or handy camp to rest in like in Dragon Age Inquisition.</p><p></p><p>I'd really like to see a game that strips down on the questing. Just points you in a general direction and encourages to go find things nobody told you to look for on the way again. We're never going to get our childlike sense of wonder back, but a big part of it was that no one assumed we need to held by the hand along every step of the way in the CRPGs we played as kids. Same thing for loot. Taking away the ability to pick up every iron dagger or sweetroll and the option to rob every merchant right where he stands is nothing you'll miss.</p><p></p><p>Combat is obviously the glue that holds most RPGs together (at least DnD based ones). 5E makes me pretty unconcerned about that though. It just lends itself to scaling very well by nature, bad rolls can be reasonable mitigated, you can fight things below your CR without getting bored and stuff way above without feeling completely outmatched.</p></blockquote><p></p>
[QUOTE="Var, post: 8007171, member: 7022819"] Stirring the hornet's nest a bit further. A minor percentile of players (single digit) owning BG2 on Steam played it for over an hour. Well below Steam average. Triangulating that, most people claiming to be offended by it being turn based, statistically can't have played it on Steam, let alone completed it. Must have used their original physical copies ;) RTWP doesn't lend itself well to a tactical game. If it requires hand-eye coordination and requires permanent attention to manage cooldowns, react on time and can screw you by having your camera positioned slightly off the action, there's room for improvement on the tactical layer. RTWP doesn't lend itself well to Ironman runs/achievements. If you want a similar DnD experience to playing IRL with your friends, you'd want this feature. That doesn't work in RTWP without stressing yourself out constantly and/or creating completely untouchable broken builds that can't be hit/killed by NPCs, yay immersive. To make it possible for a 50+ hour campaign to be realistic with a single save, turn based just fits the bill better. A single miss click will cost you a stressful second while you wait for the roll on an attack of Opportunity you missed or worst case a diamond for a rezz. Failing to notice a caster on the other side wind up a Fireball in RTWP means TPK - time to restart. While I'm more on the against side regarding group Initiative, it definitely works better for multiplayer, speeds up turns, enables player combos (which is rewarding), and adds a layer of challenge if the AI can utilize it properly. If the encounters are designed around it by making sure enemies spread out or add a CR or 2 over the DND "default" to compensate for player Advantage, I can see this working nicely. If anyone played XCOM Long War, the game is surprisingly fair at even the highest difficulty. You have all the tools to kill, disable or abuse AI, Aliens aren't much stronger than even on the Classic (Medium) difficulty (although every little bit can matter a lot due to how much RNG can swing if you ad a +1 in this game). I'm hoping they can achieve something similar with BG3 or Solasta. Difficulty through well designed encounters and slightly stronger/more opponents/better AI would be great. Rather than the garbage attempt at difficulty that Pathfinder: Kingmaker or RPGs like Witcher 3 linke to think off as a job well done. Simply Increasing numbers - making builds and perks irrelevant that don't work with them. When everything other than you has high HP and hits like a truck, an avoidance tank build will always outperform a high HP/Reduction/Resistance build (Touch AC was a particularly jarring problem with inflated to-hit numbers). Fortunately bounded Accuracy was pretty much designed to not go that route. I'm looking forward to be unable to reduce dangerous opponents below 30-40% to hit (and then stackable with Disadvantage) rather than looking at something like 5% + Mirror Images. The only thing necessary to make difficulty levels in a DnD 5E game work is to keep the Encounter XP the same on every difficulty. Even if Easy has one less Goblins than normal and Hard has one more. Same for Legendary Actions and Resistances for "bosses". I personally find prebuffing as a default option for every second fight, you see coming grating. Either because it encourages you to reload for a besser result or because the game becomes a mile easier after you know exactly when a fight is coming after your first playthrough. "Ok lets redo that ambush, with precasted Spirit Guardians and Haste before I move into the tile that triggers it". The one other thing aside from "bigger numbers is more hard, lol" that basically every RPG did wrong for the last few years is to equal more comfort options with a better experience. Fast travel is a nice utility option in Skyrim and Oblivion, yet it takes away the few minutes it took you to get to the next Silt Strider and to the location you wanted to visit from there. You had a sense on wonder in Morrowind because you always had to leave from Civilisation into the wild. If you wanted to go to the deepest darkest places you had a bit of time to get into the mood for an expedition took a little detour and found an interesting landmark or dungeon you never knew was there. Most things were encountered while planning to go elsewhere and you had to find them for yourself. You didn't get 3 quests to fetch a Macguffin, kill a dude and fetch some berries from every place the devs wanted to show off their shiny reused assets like in Skyrim. There wasn't a collect X and set up your flag on every landmark quest or handy camp to rest in like in Dragon Age Inquisition. I'd really like to see a game that strips down on the questing. Just points you in a general direction and encourages to go find things nobody told you to look for on the way again. We're never going to get our childlike sense of wonder back, but a big part of it was that no one assumed we need to held by the hand along every step of the way in the CRPGs we played as kids. Same thing for loot. Taking away the ability to pick up every iron dagger or sweetroll and the option to rob every merchant right where he stands is nothing you'll miss. Combat is obviously the glue that holds most RPGs together (at least DnD based ones). 5E makes me pretty unconcerned about that though. It just lends itself to scaling very well by nature, bad rolls can be reasonable mitigated, you can fight things below your CR without getting bored and stuff way above without feeling completely outmatched. [/QUOTE]
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