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Why Changes were made in 4e
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<blockquote data-quote="Celebrim" data-source="post: 4936878" data-attributes="member: 4937"><p>Ok. Explain it to me.</p><p></p><p></p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4936878, member: 4937"] Ok. Explain it to me. 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. 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. 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. [/QUOTE]
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