cavalier973
Hero
In my opinion, someone should do a rogue-like based on 4e. I'd do it, but I'm too lazy to learn how to program
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.
Cause the one they made for third edition flopped because it was
A) Crap.
B) A tactics game that was crap.
C) Sold poorly because it was crap.
Companies don't like to take risks twice.
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.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.
Dungeoneer said:All this assumes that the game isn't turn-based. If it is, then there are basically no problems here.