Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Why Changes were made in 4e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Benimoto" data-source="post: 4943874" data-attributes="member: 40093"><p>Again, as I mentioned in my earlier post, it's true that a number of the powers in 4e seem fairly simple to translate. Attacks that do something like "2[W] + daze (save ends)" or "Area burst 2, 4d6 fire" are a breeze to translate to the computer. This was the case with previous editions too. A sword swing did 1d8+3 or a fireball did 5d6 damage.</p><p></p><p>But, at almost every level of play there are powers that would require a more complicated interface than any tactical RPG or even MMO I've played and I've played a lot. The warlord is full of them. At level 1, Wolf Pack Tactics requires you to pick a target, then pick an adjacent ally and move that ally before you make the attack. That's a lot of clicking (or whatever) for one attack, and many of his powers have similarly elaborate targeting and resolution requirements. And then there's all the interrupting. Quite a few of his powers have a trigger like "you or an ally take damage". Is the game going to interrupt you every time someone takes damage to ask if you want to use a power?</p><p></p><p>Other game mechanics, like the Evoker's multi-target attacks would be nearly impossible in a real time game, and sort of elaborate for the state of turn-based games, as I've seen them.</p><p></p><p>It's not that I'm saying the powers can't be implemented in a computer game. Looking at them at least 90% of them would not be that complex to implement. It's just that, as I envision it, the interface necessary to support many of those powers would be so baroque, complex and potentially frustrating that the game would just not be fun to play. Maybe I'm wrong, and such a game would be a hit, but it would look nothing like the popular games on the shelves today.</p><p></p><p>4e is clearly designed to be played with all the players sitting around a game table, calling out targets, negotiating, interrupting each other, taking things back, and getting all their hands all over the miniatures. It's quite satisfying that way but almost all of those things are things computer interfaces are notoriously bad at.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4943874, member: 40093"] Again, as I mentioned in my earlier post, it's true that a number of the powers in 4e seem fairly simple to translate. Attacks that do something like "2[W] + daze (save ends)" or "Area burst 2, 4d6 fire" are a breeze to translate to the computer. This was the case with previous editions too. A sword swing did 1d8+3 or a fireball did 5d6 damage. But, at almost every level of play there are powers that would require a more complicated interface than any tactical RPG or even MMO I've played and I've played a lot. The warlord is full of them. At level 1, Wolf Pack Tactics requires you to pick a target, then pick an adjacent ally and move that ally before you make the attack. That's a lot of clicking (or whatever) for one attack, and many of his powers have similarly elaborate targeting and resolution requirements. And then there's all the interrupting. Quite a few of his powers have a trigger like "you or an ally take damage". Is the game going to interrupt you every time someone takes damage to ask if you want to use a power? Other game mechanics, like the Evoker's multi-target attacks would be nearly impossible in a real time game, and sort of elaborate for the state of turn-based games, as I've seen them. It's not that I'm saying the powers can't be implemented in a computer game. Looking at them at least 90% of them would not be that complex to implement. It's just that, as I envision it, the interface necessary to support many of those powers would be so baroque, complex and potentially frustrating that the game would just not be fun to play. Maybe I'm wrong, and such a game would be a hit, but it would look nothing like the popular games on the shelves today. 4e is clearly designed to be played with all the players sitting around a game table, calling out targets, negotiating, interrupting each other, taking things back, and getting all their hands all over the miniatures. It's quite satisfying that way but almost all of those things are things computer interfaces are notoriously bad at. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why Changes were made in 4e
Top