Yosharian
Arcane
The writing is adequate to quite good. Again, set Deadfire in the actual Forgotten Realms with all that vast lore to draw upon, and you got yourself a stew goin'.
The writing is adequate to quite good. Again, set Deadfire in the actual Forgotten Realms with all that vast lore to draw upon, and you got yourself a stew goin'.
What would, for example, POE look like with phase-based turns?Well, I didn't say that. Being 'more tactical' or not (whatever you mean by that) still depends on implementation, encounter design, etc. Anyway, PB x TB would be a long argument, but in short:Fairfax why do you believe Phase-based is more tactical than turn-based?
TB RPGs heavily encourage and reward metagaming, due to the large amount of meta knowledge that players have/acquire before making decisions. This is significantly worse in CRPGs, where there's no human on the other side to control the enemies, and the AI always sucks. In PB RPGs, player have much more limited information available. They can't rely on the turn order, don't get to see other actions being resolved before a character's turn, and don't have abundant time to reconsider their plans every time a PC's turn comes up.
But doesn’t that make it more chaotic and random? TB as seen in something, for example, KOTC has smart AI which makes fighting enemies harder. But I’d prefer a flawed tactical turn-based system then a clusterfuck RTWP (as seen in BG/Kingmaker), phases work in like Wizardry though. Even Wizardry has a fuck tons of RNG already.Well, I didn't say that. Being 'more tactical' or not (whatever you mean by that) still depends on implementation, encounter design, etc. Anyway, PB x TB would be a long argument, but in short:Fairfax why do you believe Phase-based is more tactical than turn-based?
TB RPGs heavily encourage and reward metagaming, due to the large amount of meta knowledge that players have/acquire before making decisions. This is significantly worse in CRPGs, where there's no human on the other side to control the enemies, and the AI always sucks. In PB RPGs, player have much more limited information available. They can't rely on the turn order, don't get to see other actions being resolved before a character's turn, and don't have abundant time to reconsider their plans every time a PC's turn comes up.
Depends on how you want to handle initiative. Side x individual, modifiers, phases for each action type or not, etc. It could be something like: Declaration Phase -> d10+modifiers for each character -> lower roll goes first, ties are resolved simultaneously. Modifiers could be things like weapon speed, DEX, magical effects, and casting time.What would, for example, POE look like with phase-based turns?
It's less predictable and punishes poor decision-making more harshly, but that doesn't mean it's chaotic and/or random. And the amount of RNG depends on a lot more than the combat procedure.But doesn’t that make it more chaotic and random? TB as seen in something, for example, KOTC has smart AI which makes fighting enemies harder. But I’d prefer a flawed tactical turn-based system then a clusterfuck RTWP (as seen in BG/Kingmaker), phases work in like Wizardry though. Even Wizardry has a fuck tons of RNG already.
Well, I didn't say that. Being 'more tactical' or not (whatever you mean by that) still depends on implementation, encounter design, etc. Anyway, PB x TB would be a long argument, but in short:Fairfax why do you believe Phase-based is more tactical than turn-based?
TB RPGs heavily encourage and reward metagaming, due to the large amount of meta knowledge that players have/acquire before making decisions. This is significantly worse in CRPGs, where there's no human on the other side to control the enemies, and the AI always sucks. In PB RPGs, player have much more limited information available. They can't rely on the turn order, don't get to see other actions being resolved before a character's turn, and don't have abundant time to reconsider their plans every time a PC's turn comes up.
Give examples.Well, I didn't say that. Being 'more tactical' or not (whatever you mean by that) still depends on implementation, encounter design, etc. Anyway, PB x TB would be a long argument, but in short:Fairfax why do you believe Phase-based is more tactical than turn-based?
TB RPGs heavily encourage and reward metagaming, due to the large amount of meta knowledge that players have/acquire before making decisions. This is significantly worse in CRPGs, where there's no human on the other side to control the enemies, and the AI always sucks. In PB RPGs, player have much more limited information available. They can't rely on the turn order, don't get to see other actions being resolved before a character's turn, and don't have abundant time to reconsider their plans every time a PC's turn comes up.
But doesn’t that make it more chaotic and random? TB as seen in something, for example, KOTC has smart AI which makes fighting enemies harder. But I’d prefer a flawed tactical turn-based system then a clusterfuck RTWP (as seen in BG/Kingmaker), phases work in like Wizardry though. Even Wizardry has a fuck tons of RNG already.Well, I didn't say that. Being 'more tactical' or not (whatever you mean by that) still depends on implementation, encounter design, etc. Anyway, PB x TB would be a long argument, but in short:Fairfax why do you believe Phase-based is more tactical than turn-based?
TB RPGs heavily encourage and reward metagaming, due to the large amount of meta knowledge that players have/acquire before making decisions. This is significantly worse in CRPGs, where there's no human on the other side to control the enemies, and the AI always sucks. In PB RPGs, player have much more limited information available. They can't rely on the turn order, don't get to see other actions being resolved before a character's turn, and don't have abundant time to reconsider their plans every time a PC's turn comes up.
The problem with a phase-based system is that it doesn't account for reacting to situations very well. If your action is already baked in, then there's no option to change it based upon situational modifiers.
Example: You planned to rush toward a target standing behind a wall and jump over the wall and attack them. In a phase based system, this will happen regardless of anything you didn't anticipate, which isn't very realistic. In real life, if I intended to rush in and attack, but the opponent suddenly charges away from the wall toward one of my weaker allies (say a wizard), it would do me little good to rush toward that wall and jump over it since my target will no longer be there. Despite my initial intention, my reaction would likely be to change course and try to cut them off before they reached the wizard. In combat with heightened senses, you would be quick enough to change tactics on the fly. You're not a robot with one set of directions that are unalterable until they complete.
This is something that turn-based better reflects...because I may know what I wanted to do, but when that character's turn actually comes about, I can react to things I didn't anticipate.
So, I don't agree that phase based is better than turn-based.
I can’t go into specifics of RTwP, because I don’t give enough of a shit.
Feels awkward and stupid as hell controlling D&D in RT.
What year do you think this is, grandpa?I can’t go into specifics of RTwP, because I don’t give enough of a shit.
Feels awkward and stupid as hell controlling D&D in RT.
Yeah, this is the absolute worst reason to object to RTwP. Have kids these days never played a RTS?
This is Trigger Codex with a statement: Electric Boogaloo, but why not: Baldur's Gate fucking sucks. The "it's totally like real time but we'll still use rounds lmao" combat is retarded, characters are still written by Bioware, encounter design is absent, exploration is -boredom and trial-by-error based, you HAVE to roll stats when creating character (no, you don't get to pick low-strong preset, that'd make too much sense), and the antagonist has all the charisma of a limpet. Also, Charisma isn't needed for sorcerer, yay for effortless powergaming?
Yea, there’s a difference. Especially when you’re using D&D.I can’t go into specifics of RTwP, because I don’t give enough of a shit.
Feels awkward and stupid as hell controlling D&D in RT.
Yeah, this is the absolute worst reason to object to RTwP. Have kids these days never played a RTS?
RPGs are fun and I enjoy playing them
Yet you know nothing about them.
You're assuming an odd implementation. Normally, you'd declare "move and attack" or "charge". You wouldn't commit to a specific direction/target and have to see it through. If you rolled to act before the enemy that wants to rush your wizard, you'd climb over the wall and attack him before they're able to do so. If the enemy acted first, you'd still able to move and attack him next to your wizard. Some systems do it segment by segment or have movement phases, but you'd still be able to react accordingly.The problem with a phase-based system is that it doesn't account for reacting to situations very well. If your action is already baked in, then there's no option to change it based upon situational modifiers.
Example: You planned to rush toward a target standing behind a wall and jump over the wall and attack them. In a phase based system, this will happen regardless of anything you didn't anticipate, which isn't very realistic. In real life, if I intended to rush in and attack, but the opponent suddenly charges away from the wall toward one of my weaker allies (say a wizard), it would do me little good to rush toward that wall and jump over it since my target will no longer be there. Despite my initial intention, my reaction would likely be to change course and try to cut them off before they reached the wizard. In combat with heightened senses, you would be quick enough to change tactics on the fly. You're not a robot with one set of directions that are unalterable until they complete.
This is something that turn-based better reflects...because I may know what I wanted to do, but when that character's turn actually comes about, I can react to things I didn't anticipate.
So, I don't agree that phase based is better than turn-based.
RPGs are box moving simulatorsRPG is a shit genre and no one can define it.