Are absolutely perfect for real time play. One thing that traditional D&D lacks is alot of movement based/movement hindering tactics, which is precisely what you need when you start adding freeform movement and twitch to the mix. Traditional D&D combat relied on narration more than precise positioning and had elements that just didn't translate well (like full attacks) when you tried to make them anything but abstract. You can see this in the way games like NWN's work.
Most movement powers can be implemented as direct pushes and pulls and are really easy to do, and the rest basically add a single mouse click on activation to 'point' where you want to go. It's not like there aren't existing models of games games of this sort with pushes and pulls.
Traditional D&D combat is the easiest combat system to port to computer rpgs. What made 3e tricky was that like 4e, the combat system is discretely dvidied into specific actions. If you move, you get less attacks which is the problem NWN had to deal with...
Let's say we have a power that pushes someone 3 squares away. In a turn-based grid based game, you can use this to your advantage and setup so that the enemy pushed is in a more beneficial position. so that the NEXT character can then unleash their own attack.
In a real time system, you push a character 5 squares away, you can't setup so that the OTHER character then uses their own power since there's no delay allowing for the person to select the right ability.
Plus you are missing things like like the fact that hindering abilities are very short term in 4e. Getting 'frozen out' of play in a twitchy computer game sucks even worse than it does in PnP.
Er no. The short term nature of hindering abilites doesn't make it hard to code for EITHER turn based OR real timed.
Are actually far far easier to implement in a computer game than they are to track at a table. Setting up triggers and events in a computer game is trivial, and the computer doesn't forget. I mean, this is basically how games work - some event triggers some animated response.
Again, you're missing the idea of CONTROL. Let's say you have an immediate reaction ability but you don't WANT it to trigger ALL the time even if the conditions are met since you only have 1 opportunity to use it. In a real time system, you would have to interrupt the event and basivally freeze the game and say "no, don't trigger now".
Worse, what if you have more than one AND one that actually allows you to basically jump in-between an attack upon a fellow party member?
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