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So Why Can't 5E Get a Video Game?
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<blockquote data-quote="Lord Twig" data-source="post: 7162180" data-attributes="member: 31754"><p>I am surprised that Baldur's Gate 1 and 2 keep getting thrown out as games that didn't stick to the D&D rules. Personally I turned on "Show Rolls" and "Auto-Pause at end of Round" and the game played very much like sitting at the table. I would chose an action for every character, hit play, one round would go by where all the characters took their action, then the game would pause again and I would plan out the next round of actions. I finished BG1 and BG2 with all expansions playing this way.</p><p></p><p>I played similar in NWN and NWN2.</p><p></p><p>The problem (or one of them) with Sword Coast Legends was that it was advertised as a D&D 5e game, and it wasn't. The rules were totally unrecognizable. If you had played D&D 5e it would not really help you decide how you leveled up your character or what to pick in the skill tree. It was just not a D&D game. It was a standard CRPG in D&D clothing.</p><p></p><p>And yes, I loved the Temple of Elemental Evil video game. It's basically just D&D 3.5 on a computer. And it was great (with the Circle of Eight patch to help it along).</p><p></p><p>So for me, and I realize that of course other people will like different things, a D&D game needs to have certain core systems to be a D&D game and not just a D&D influenced game...</p><p></p><p>1. Character creation and growth should follow PHB rules with little variation.</p><p>2. Magic should work like in the table top game. So no cooldowns. You get spell slots and you get them back after a long rest.</p><p>3. Physical combat should use d20 rolls, hit points, bonuses and damage based on the PHB. It can be hidden, but it should be there. And ideally the option should be there to show the behind the scenes rolls.</p><p></p><p>So again, this is just what I want. Others may be able to play World of Warcraft and go, "It's just like D&D!" but I'm not one of them.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 7162180, member: 31754"] I am surprised that Baldur's Gate 1 and 2 keep getting thrown out as games that didn't stick to the D&D rules. Personally I turned on "Show Rolls" and "Auto-Pause at end of Round" and the game played very much like sitting at the table. I would chose an action for every character, hit play, one round would go by where all the characters took their action, then the game would pause again and I would plan out the next round of actions. I finished BG1 and BG2 with all expansions playing this way. I played similar in NWN and NWN2. The problem (or one of them) with Sword Coast Legends was that it was advertised as a D&D 5e game, and it wasn't. The rules were totally unrecognizable. If you had played D&D 5e it would not really help you decide how you leveled up your character or what to pick in the skill tree. It was just not a D&D game. It was a standard CRPG in D&D clothing. And yes, I loved the Temple of Elemental Evil video game. It's basically just D&D 3.5 on a computer. And it was great (with the Circle of Eight patch to help it along). So for me, and I realize that of course other people will like different things, a D&D game needs to have certain core systems to be a D&D game and not just a D&D influenced game... 1. Character creation and growth should follow PHB rules with little variation. 2. Magic should work like in the table top game. So no cooldowns. You get spell slots and you get them back after a long rest. 3. Physical combat should use d20 rolls, hit points, bonuses and damage based on the PHB. It can be hidden, but it should be there. And ideally the option should be there to show the behind the scenes rolls. So again, this is just what I want. Others may be able to play World of Warcraft and go, "It's just like D&D!" but I'm not one of them. [/QUOTE]
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