Glop_dweller
Prophet
- Joined
- Sep 29, 2007
- Messages
- 1,226
People do it.Sorry man, but this is true in any possibile reality. You can theoretically roleplay an entire army, but it is not how AD&D (or any other P&P system, for that matter) works: if you are not the DM, in AD&D 1 player = 1 character; in BG 1 player = 1 to 6 characters. Totally different game experiences.
I cannot fathom why that is even an issue. In D&D table-top, what prevents running two (or more) PCs at a time?
Most D&Dcomputer games do allow for multiple characters. The D&D Redbox shipped with a single player solo game—which would work fine if the player rolled two PCs, and had them explore it together.And still, BG is a game intended to be played as a single-player party-based RPG, which - in tabletop terms - is two times an oxymoron.
I'd mention that you can perform those actions in other games (a few in Arx Fatalis), You can cast levitation in Menzoberranzan; poison food in a few games I know of, hell in Arx you can get the bard drunk—and he plays out of tune. I don't see the point here; especially if you just reply, "But not in Baldur's Gate". Some of these actions are irrelevant when the game does not choose to support them. Lack of any option is meaningless, because it all equates to the DM saying, "No".I've treated the dialogues in a different point. For lack of better definitions "non-combat interactions are actions that in tabletop RPGs are the norm but in a CPRGs are so rare that many CPRG veterans with zero experience at the table don't even know they exist" :D.
I'm talking about stuff like casting a levitation spell in order to cross a magma pool, poisoning the food of a enemy, burning a stable with a torch in order to attract the guards attention, etc... The infinite pool of actions that you can perform in AD&D but you can't in BG...
And again, what's the point? At table you can say to the barkeep, "You should invest your gold in the troll mines" (like the PC can do in Arx) , or "I saw a Harley Davidson low-rider stashed in your stables!". It doesn't matter though, not if the DM says, "Cut it out, and stick with the story".Not remotely close to what happens at the table. In a P&P RPG I'm allowed to say literally everything I want. In BG I don't have even 1/1,000,000 of the options necessary to do that.
Fallout let's you say anything you like to the NPCs, they might even answer you if they feel like it. Some of the things they say are only in those asked for responses. Is it a better roleplaying game for that?
Hypothetically —because it's not profitable yet— any RPG could be setup to use local and Internet AI services like Siri, Alexa, Cortana to provide plausible responses to arbitrary statements; certainly modified versions that are game-aware. Look up Les Manly, Search for the King (on GOG), it's got a decent parser, and plenty of in-game actions that are only possible by declaring them. Such could be done with a modern RPG well enough. But lack of this should not hinder, or make the player feel unreasonably confined... so long as the game has a path suited to their character [usually stealth/force/wisdom based].
Overwatch, or other names for it. In Pool of Radiance (and its many followups), the PCs can attack during another's turn, if given the opportunity. This happens in all three Neverwinter Nights games.Yes, the round framework is still there (well known fact) but the turn order is not, no matter how you tell the story. In a turn based system you can't move while other characters are performing an action nor you can choose what to do or where to go during another character turn (readied actions aside). Having a round structure doesn't make BG a turn based game.
I still don't see the importance you hold for this.
Games have done it; even a few good ones. The Disciples series lets you bypass combat entirely if you choose; it auto-solves. I remember one game that actually plays an abstract cutscene of generic combat in silhouette if you skip the manual fight. It shouldn't be a problem if the characters are developed well, and to their tasks.If would have been like substituting the tactical thinking of the player to the tactical thinking of the party leader, then. What a horrible thing to do :D...
Personally I would like it if the character who leads had a stat-based profile that affected the odds of winning an auto-combat. Just imagine —wait... we don't have to imagine. Baldur's Gate provides PC combat AI, and lets the player sit back and watch the melee.
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