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Why Changes were made in 4e
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<blockquote data-quote="Benimoto" data-source="post: 4942612" data-attributes="member: 40093"><p>D&D Online uses a version of the 3rd edition mechanics, adapted for an MMO type combat system.</p><p></p><p>In my opinion, as someone who's worked on adapting a different turn-based game (Battletech) to the computer, 4e is not particularly well-adapted to computer-based play.</p><p></p><p>It's nice that the rules are well-edited, with less general ambiguity than previous editions. Perhaps it's that level of precision that make people think "computer", but in so many cases the rules precisely describe something that's easy to do with people sitting around a table and difficult to do on a computer.</p><p></p><p>As so many people have described here, in a a decent computer game, you really need specific phases of a turn where one person is allowed uninterrupted input, and that just doesn't happen in 4e. There are optional actions, reactions, optional reactions, and etc. Around a tabletop it's easy to call out "oh hey, I'm going to use my immediate teleport", but the interface to allow that kind of thing is just maddening in a computer game.</p><p></p><p>Of course you can adapt things, but as you can see with DDO, that's exactly what they've already done with 3e. What puts 4e in a bad position is exactly that so many iconic powers are iconic exactly because of their mechanical definition. In previous editions, a fireball was a fireball, and swinging a sword was swinging a sword. You could do that in a computer game, and plenty of games did. But in 4e, if Wolf Pack Tactics or Passing Attack doesn't work the way it does at the game table then what even is it?</p><p></p><p>As another issue, if you're talking about MMOs here, they use an entirely different system for gear. In an MMO, acquiring items is another, separate system of character progression. No edition of D&D has echoed that feel, but 3e came close. You can see how it was adapted if you check out DDO. 4e goes in the directly opposite direction, making gear into somewhat of an afterthought, with the exception of your weapons/armor/neck slot bonuses.</p><p></p><p>And finally, if you look at 4e's emphasis on teamwork, while that would make a good turn-based tactical game, most of the games that actually sell these days are first-person with at least a partial emphasis on solo play.</p><p></p><p>Really I have to agree with the conclusion that 4e seems designed specifically for tabletop play, with little concessions towards what might make a good computer game. I'm sure it will be adapted, as all the editions have been, but it will be an adaptation, using little of the actual details of 4e.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4942612, member: 40093"] D&D Online uses a version of the 3rd edition mechanics, adapted for an MMO type combat system. In my opinion, as someone who's worked on adapting a different turn-based game (Battletech) to the computer, 4e is not particularly well-adapted to computer-based play. It's nice that the rules are well-edited, with less general ambiguity than previous editions. Perhaps it's that level of precision that make people think "computer", but in so many cases the rules precisely describe something that's easy to do with people sitting around a table and difficult to do on a computer. As so many people have described here, in a a decent computer game, you really need specific phases of a turn where one person is allowed uninterrupted input, and that just doesn't happen in 4e. There are optional actions, reactions, optional reactions, and etc. Around a tabletop it's easy to call out "oh hey, I'm going to use my immediate teleport", but the interface to allow that kind of thing is just maddening in a computer game. Of course you can adapt things, but as you can see with DDO, that's exactly what they've already done with 3e. What puts 4e in a bad position is exactly that so many iconic powers are iconic exactly because of their mechanical definition. In previous editions, a fireball was a fireball, and swinging a sword was swinging a sword. You could do that in a computer game, and plenty of games did. But in 4e, if Wolf Pack Tactics or Passing Attack doesn't work the way it does at the game table then what even is it? As another issue, if you're talking about MMOs here, they use an entirely different system for gear. In an MMO, acquiring items is another, separate system of character progression. No edition of D&D has echoed that feel, but 3e came close. You can see how it was adapted if you check out DDO. 4e goes in the directly opposite direction, making gear into somewhat of an afterthought, with the exception of your weapons/armor/neck slot bonuses. And finally, if you look at 4e's emphasis on teamwork, while that would make a good turn-based tactical game, most of the games that actually sell these days are first-person with at least a partial emphasis on solo play. Really I have to agree with the conclusion that 4e seems designed specifically for tabletop play, with little concessions towards what might make a good computer game. I'm sure it will be adapted, as all the editions have been, but it will be an adaptation, using little of the actual details of 4e. [/QUOTE]
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