Trash Player
Augur
- Joined
- Jun 13, 2015
- Messages
- 495
Seriously though, now that "turn based=unsellable" myth has been debunked by XCOM, it is merely cargoculting IE games with these RtwP offerings.
And also by Larian in CRPG market.Seriously though, now that "turn based=unsellable" myth has been debunked by XCOM, it is merely cargoculting IE games with these RtwP offerings.
The early editions had problems with doing anything other than fight, something that is a legacy of DnD's tabletop wargame roots. 3.x actually introduced skills and non-combat activities on a scale that DnD never had.Look, man, I don't even play or enjoy corporate WotC D&D. For years now I've been running and playing rule mashups of ancient editions and retroclones. I just don't like modern D&D all that much, I like the simplicity of the early editions, streamlined and further cleaned up by the OSR.
I just don't like systems with rules for everything.
That just shows that having options and toggles is useless for situations like this - people don't want to use them, or check what each one of them is doing.Are people seriously review-bombing a game because "too hard", when said game has literally the most difficulty options, toggles and combo boxes I've ever seen in a game?
Yes. Dark Sun was turn-based. And you know what? Remember all the trouble you had targeting fireballs in BG and NWN, praying like hell that you won't nuke yourself? Dark Sun had the area of effect indicator already!
bad when you have to take 10 minutes beating a trivial fight, because of how long turns take.
Look, man, I don't even play or enjoy corporate WotC D&D. For years now I've been running and playing rule mashups of ancient editions and retroclones. I just don't like modern D&D all that much, I like the simplicity of the early editions, streamlined and further cleaned up by the OSR.
I just don't like systems with rules for everything.
People are complaining the game for awful counter design, which make the game hard, not the game being hard itself.
Sure you can always go for the story mode, but that doesn't change the fact the game throws bunch of overpowered monster in your face when you are just level 2. Like many people said, any DM does that constantly to players will ended up have an empty room after the first session.
I'll take the approach of the M&M:Heroes series, where it's turn based, and you can play every fight manually if you find it challenging enough, or letting the AI do it for you, which is much quicker but most of the time costs you more resources.Turn based -> better for actual hard and engaging encounters, where you have more tactical options; bad when you have to take 10 minutes beating a trivial fight, because of how long turns take.
RTwP -> great when stomping through trash encounters, and if you are used to controlling it, good for hard fights, since you can basically turn it into turn based by pausing at the end of every round.
I prefer turn based and grids, because my background is with wargaming and I play a lot of 4X too. However getting mad at RTwP, when most of the time you can convert it to turn based at will, is silly.
ToEE had you fighting giant crayfish, a CR3 monster, as a random encounter straight from level 1. And the other encounters? Multiple zombies or pirates or a bunch of other things, with encounter levels anywhere between 2-5. Seeing as they are random encounters, you don't even get the chance of choosing not to go to the area...!People are complaining the game for awful counter design, which make the game hard, not the game being hard itself.
Sure you can always go for the story mode, but that doesn't change the fact the game throws bunch of overpowered monster in your face when you are just level 2. Like many people said, any DM does that constantly to players will ended up have an empty room after the first session.
Remember all the trouble you had targeting fireballs in BG and NWN, praying like hell that you won't nuke yourself?!
Bullshit. I have been playing DnD from 1st Ed. I recall having to roll to see if you learnt monk abilities.The early editions had problems with doing anything other than fight, something that is a legacy of DnD's tabletop wargame roots. 3.x actually introduced skills and non-combat activities on a scale that DnD never had.Look, man, I don't even play or enjoy corporate WotC D&D. For years now I've been running and playing rule mashups of ancient editions and retroclones. I just don't like modern D&D all that much, I like the simplicity of the early editions, streamlined and further cleaned up by the OSR.
I just don't like systems with rules for everything.
Bullshit. Earlier D&D editions had skills. Game developers just chose not to implement them.
Bullshit. Earlier D&D editions had skills. Game developers just chose not to implement them.
*sigh*Bullshit. Earlier D&D editions had skills. Game developers just chose not to implement them.
This is an old debate. Skills were implemented in true Gygaxian fashion by calling them "non-weapon proficiencies." They were strictly optional. Some players really disliked the idea of skills because it imposed on role-playing. For example, if your background was a farmer who lived in a remote area, then you could plausibly argue for your character knowing all sorts of skills, such as animal handling, leatherworking, hunting, carpentry, etc. But in 3E, these all became distinct skills that you had to put points into, and since points are finite you are naturally going to go for the ones with the most combat and utility value. So you end up with a farmer who doesn't know how to farm.
OTOH, In my years of playing 2E I never met a player who even knew how to roll a skill check (roll under your ability score, and subtract the skill value). As Cael has shown, no one knew how to do this. It didn't help that the most common uses of ability scores had their own special rolls (Bend bars/lift gates) and that Thief skills were their own separate thing.
3E reduced the confusion, made the skill rules into a cohesive thing, and gave us understandable mechanics like always wanting high numbers and Difficulty Classes. This was certainly a good thing overall for the game, and in most cases you could still persuade your DM to let your farmer have some free ranks in carpentry.
Yes, it is. And the storyline for the second one isn't that bad either, and it had some of the more innovative magical items and a restricted resting mechanic that BG and NWN could not even begin to emulate.Yes. Dark Sun was turn-based. And you know what? Remember all the trouble you had targeting fireballs in BG and NWN, praying like hell that you won't nuke yourself? Dark Sun had the area of effect indicator already!
Dark Sun was so far ahead of its time it's not even funny. Honestly one of the best RPGs of all time and criminally underrated.
5e have cleared up and organized all this non combat stuff.Bullshit. Earlier D&D editions had skills. Game developers just chose not to implement them.
This is an old debate. Skills were implemented in true Gygaxian fashion by calling them "non-weapon proficiencies." They were strictly optional. Some players really disliked the idea of skills because it imposed on role-playing. For example, if your background was a farmer who lived in a remote area, then you could plausibly argue for your character knowing all sorts of skills, such as animal handling, leatherworking, hunting, carpentry, etc. But in 3E, these all became distinct skills that you had to put points into, and since points are finite you are naturally going to go for the ones with the most combat and utility value. So you end up with a farmer who doesn't know how to farm.
OTOH, In my years of playing 2E I never met a player who even knew how to roll a skill check (roll under your ability score, and subtract the skill value). As Cael has shown, no one knew how to do this. It didn't help that the most common uses of ability scores had their own special rolls (Bend bars/lift gates) and that Thief skills were their own separate thing.
3E reduced the confusion, made the skill rules into a cohesive thing, and gave us understandable mechanics like always wanting high numbers and Difficulty Classes. This was certainly a good thing overall for the game, and in most cases you could still persuade your DM to let your farmer have some free ranks in carpentry.
2E had NWP in the PHB from the start. The Player's Option books just changed and expanded it, along with many other systems.2nd Ed did eventually come up with something along the lines of skills, but as an optional add-on in a splatbook.