New Multiplatform D&D Game


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I wish there were more information about this out there, other then that it is multiplatform and involves skeletons.

I've actually thought for a while that I'd love to see a lightweight re-based dRPG that just focused on getting the tactical combat right. I think the problem with games like Neverwinter Nights is often that they try to do too much, and so run into problems. A game that used a basic subset of the 4e rules and a handful of classes to build a solid foundation would be fine with me.
 

I wish there were more information about this out there, other then that it is multiplatform and involves skeletons.

I've actually thought for a while that I'd love to see a lightweight re-based dRPG that just focused on getting the tactical combat right. I think the problem with games like Neverwinter Nights is often that they try to do too much, and so run into problems. A game that used a basic subset of the 4e rules and a handful of classes to build a solid foundation would be fine with me.

Well, cheer up, there's really no way I can see that you could feasibly do full up 4e combat. How would you handle immediate and opportunity actions? Any way of doing that would be seriously cumbersome. I mean it can be sort of handled for some cases, but no way is full 4e asynchronous action system going into a video game.

Ironically, though 4e has a pretty consistent set of rules that you would think would really facilitate coding it, the truth is it is by far the most unfriendly D&D combat system to being used in a computer game of any kind. Personally I doubt we will ever see a 4e based CRPG type game. That is we may see something that claims to be 4e and is not far off in many respects, but combat is going to be a LOT different. That will ripple through feat and power selection big time. I'd guess it could use the basic 4e advancement system, have powers that are granted like 4e does, and feats. Some of them may be the same, but I'd bet all classes will have different mechanics and a rather different power list by the time they're done.

Whether you call that 4e or not is going to be a matter of opinion. In a sense it might actually be better if it just uses the D&D name and does its own thing mechanically.
 

Well, cheer up, there's really no way I can see that you could feasibly do full up 4e combat. How would you handle immediate and opportunity actions? Any way of doing that would be seriously cumbersome. I mean it can be sort of handled for some cases, but no way is full 4e asynchronous action system going into a video game.

Quicktime events are all the rage these days. Almost every immediate action is a response to a very narrow set of scenarios, while for most OAs it's a given that you'll take them when the opportunity arises (in fact I'm struggling to think of a reasonable counter example). And it's child's play to add a "freeze action for quicktime events" option that lets you make the experience more tactical than action.
 


Quicktime events are all the rage these days. Almost every immediate action is a response to a very narrow set of scenarios, while for most OAs it's a given that you'll take them when the opportunity arises (in fact I'm struggling to think of a reasonable counter example). And it's child's play to add a "freeze action for quicktime events" option that lets you make the experience more tactical than action.
In a 4e game made like Final Fantasy Tactics, I'd handle reactions by holding down a button: as soon as a trigger point is achieved (like an enemy provoking OA while moving adjacent you your fighter, or your wizard with Shield is attacked), the action freezes and you are prompted by a menu. If you have no intention of reacting, you don't hold the button.

Or it could work on % chance (like some FFT abilities): low reliability, but with the chance of happening more than once.
 

Quicktime events are all the rage these days. Almost every immediate action is a response to a very narrow set of scenarios, while for most OAs it's a given that you'll take them when the opportunity arises (in fact I'm struggling to think of a reasonable counter example). And it's child's play to add a "freeze action for quicktime events" option that lets you make the experience more tactical than action.

Uh, there are TONS of cases where players want to be able to decide if they are taking an OA or some other triggered action. What you describe is NOT really 4e combat at all in my book. The issue isn't the details of how to code it, I can easily handle that. The issue is how to work it into a game experience that doesn't feel cumbersome and slow where to get anything close to the actual 4e system you would basically need to be constantly requesting input from players during each creatures move. In a crowded mid-paragon melee every single action expended could require 3-4 other creatures to make choices about what to trigger or not trigger.

I just don't think it would be a good game. I don't think it would appeal to CRPG enthusiasts that much. It would be a lot slower to run than other CRPGs I've played and I don't think you'd get a good sense of fast and furious action going on. I could be wrong, but IMHO at best a highly modified version of 4e would be vastly better for that, and then it isn't really 4e anymore...
 



Maybe IR and II could be keyed powers you can hit that if you are fast enough then they come into effect. Maybe they just become 'Immeadiate Actions' without defining whether it is resolved before or after the 'Trigger'. You just hit the key and do your thing.

Scenario I'm imagining: A monster steps up to your Ranger. You hit 2 which is the Key for your Weave through the Fray power: Your Ranger zips a good distance away escaping the oncoming horde of mosters, maintaining her distance long enough to unload another 2 or 3 arrows before they catch up.

Things like a fighter's Combat Challenge could be active all the time. If a nearby monster attacks another enemy it automatically makes the fighter lash out and attack an extra time without affecting his 'attack rythm'

Have you ever played Guild Wars? You basically have a bar of 7 powers that you can swap out to make a 'build'. Each power has a casting time and a duration time. Maybe Immeadiate Actions could just have a very very fast 'casting time' compared to standard actions. In Guild Wars you can definitely 'interrupt' monsters or other players in pvp with some of your powers, but you have to have fairly nimble fingers. In fact the mesmerist class was a specialist in doing just that. A game like Guild Wars, which visually is stunning, based on 4e D&D ... jeesh, I'd be so hooked that divorce would be a near sureity

But like someone else said, Atari doesn't make great games. So, nothing cool like that is going to happen. My marriage is safe. As for 3d ... well, you have to invest some serious money to make 3d look good. Guild Wars for example looks amazing. I for one would prefer a 2 1/2 d game done well than a 3d game done badly.

In any case, when it's all said and done, with Diablo 3 about to come out I can't get excited about a D&D game that I'm sure will be pretty weak sauce in comparison.
 

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