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Ryan Dancey: Acquiring TSR
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<blockquote data-quote="Ruin Explorer" data-source="post: 8358447" data-attributes="member: 18"><p>I mean, the <em>only</em> <em>non-crap</em> video games of 5E <em>are</em> turn-based, and turn-based party-based CRPGs now sell <em>vastly</em> better than real-time-with-pause party-based ones, so I'm not sure why you'd think being turn-based was a <em>bad</em> thing, in the modern era. That's a rather strange and 1990s-ish take.</p><p></p><p>4E's interrupts would probably be solved the same way 5E games are solving stuff, which is to say by leaving them out or modifying them. You really wouldn't lose much from 4E if you dumped or re-designed every single interrupt (not reactions/OAs). In fact, I'd say it'd improve tabletop 4E, not just a videogame! They were just a bad idea even given the app-supported approach that WotC was projecting for 4E, back in 2008 (that didn't really pan out). Seriously though if I was working on 4E redesign they'd be the first thing to go.</p><p></p><p>Everything else about 4E would work pretty well as a videogame, because the rest of it is a more tactical, less strategic take on essentially the same material as 5E (which Solasta and BG3 show also work "pretty well"). Frankly, no edition of D&D has ever worked better than "pretty well" as a video game - but they inspired countless video games and systems (indeed, the video game industry as we know it would be totally different without D&D's influence).</p><p></p><p>But I was primarily referring to character builders, VTTs, and so on. 4E was built with them in mind, despite the interrupt idiocy, whereas 5E seemed to intentionally eschew consideration of them. Which is a reasonable enough decision, I'm not really criticising it, just commenting on it. I presume any 6E would make digital a primary consideration (though again, I'm not referring to video games, I don't think WotC sees much importance in <em>direct</em> rules translations of D&D to games - indeed I don't think they ever have).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8358447, member: 18"] I mean, the [I]only[/I] [I]non-crap[/I] video games of 5E [I]are[/I] turn-based, and turn-based party-based CRPGs now sell [I]vastly[/I] better than real-time-with-pause party-based ones, so I'm not sure why you'd think being turn-based was a [I]bad[/I] thing, in the modern era. That's a rather strange and 1990s-ish take. 4E's interrupts would probably be solved the same way 5E games are solving stuff, which is to say by leaving them out or modifying them. You really wouldn't lose much from 4E if you dumped or re-designed every single interrupt (not reactions/OAs). In fact, I'd say it'd improve tabletop 4E, not just a videogame! They were just a bad idea even given the app-supported approach that WotC was projecting for 4E, back in 2008 (that didn't really pan out). Seriously though if I was working on 4E redesign they'd be the first thing to go. Everything else about 4E would work pretty well as a videogame, because the rest of it is a more tactical, less strategic take on essentially the same material as 5E (which Solasta and BG3 show also work "pretty well"). Frankly, no edition of D&D has ever worked better than "pretty well" as a video game - but they inspired countless video games and systems (indeed, the video game industry as we know it would be totally different without D&D's influence). But I was primarily referring to character builders, VTTs, and so on. 4E was built with them in mind, despite the interrupt idiocy, whereas 5E seemed to intentionally eschew consideration of them. Which is a reasonable enough decision, I'm not really criticising it, just commenting on it. I presume any 6E would make digital a primary consideration (though again, I'm not referring to video games, I don't think WotC sees much importance in [I]direct[/I] rules translations of D&D to games - indeed I don't think they ever have). [/QUOTE]
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