Bullshit. PnP role-playing is only turn-based because you can't have real time in a board-game.sheek said:No, the reason for turn-based is that it's the only way you can have a real game system. Every RT game ever made is bullshit when it comes to combat mechanics. TB is PnP role-playing, RT is Live action. You cannot LARP Rolemaster.
Are you suggesting that the game play combat for you? If that were to become common then how would the Final Fantasy franchise stand out?Wursel said:I think I often read here that turn-based combat is better for RPGs than real-time with hopping around and aiming and stuff, because only the character's skill should matter.
But wouldn't that still rely on the player's tactical skills?
Yeah, everyone knows that most of the realistic combat sims are turn-based.Every RT game ever made is bullshit when it comes to combat mechanics.
suibhne said:Some people think RPGs shouldn't rely on the physical or twitch skills of the player. I don't think anyone believes players shouldn't be distinguished based on stupidity.
Bradylama said:It's not impossible for a real-time combat system to accurately reflect real-world dynamics. Mount & Blade, for instance.
Great! Now we can close this thread and celebreate! I'd play Silent Storm in celibration, but I am too busy playing another game already!Gambler said:Yeah, everyone knows that most of the realistic combat sims are turn-based.
Lumpy said:sheek said:No, the reason for turn-based is that it's the only way you can have a real game system. Every RT game ever made is bullshit when it comes to combat mechanics. TB is PnP role-playing, RT is Live action. You cannot LARP Rolemaster.
Bullshit. PnP role-playing is only turn-based because you can't have real time in a board-game.
Gambler said:Yeah, everyone knows that most of the realistic combat sims are turn-based.Every RT game ever made is bullshit when it comes to combat mechanics.
Wursel said:I think I often read here that turn-based combat is better for RPGs than real-time with hopping around and aiming and stuff, because only the character's skill should matter.
But wouldn't that still rely on the player's tactical skills?
sheek said:Why?
Bradylama said:It's not impossible for a real-time combat system to accurately reflect real-world dynamics. Mount & Blade, for instance.
Bradylama said:A real-time system doesn't offer that kind of complexity, since it's impossible to factor in effective party dynamics, you can't even really control all party members simultaneously, because the system can't allow it.
suibhne said:however, TB combat will always be much more effective for game designs which rely heavily on measurements of character combat skill rather than player reflexes.
You can certainly prefer the player engagement of RT combat, and you can come up with RT interfaces/systems which don't denigrate character skill too much (tho it's rare to find such systems)...but I don't think anyone can make a credible argument that RT does a better job of responding to character skill than TB.