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Why Changes were made in 4e
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<blockquote data-quote="AllisterH" data-source="post: 4937044" data-attributes="member: 51325"><p>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...</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>Er no. The short term nature of hindering abilites doesn't make it hard to code for EITHER turn based OR real timed. </p><p></p><p></p><p></p><p>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".</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4937044, member: 51325"] 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. Er no. The short term nature of hindering abilites doesn't make it hard to code for EITHER turn based OR real timed. 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? [/QUOTE]
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