Kaanyrvhok
Arbiter
- Joined
- May 1, 2008
- Messages
- 1,096
Shemar said:A fireball in all versions of D&D hits friendlies. A game failing to implement that does not change what the proper implementation of the rules is. In a game that properly implements the rules, all the tactical options are there, just without the arcade-y targetting, AI pathfinding shepperding and randomness./
As much D&D as I’ve played I didn’t know it had friendly fire. I did a net search and all I could find was reference to a fireball spell which stated that
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage.
This is true with any D&D CRPG. The IE engine gives you a little extra and an rtwp game with the AI of a shooter would give you more still if it avoided an AOE spell like a grenade or mortar fire.
In an action game yes. In a TB game it was called a saving throw (in the case of AD&D) for half damage. And no the Shaman was never a sure hit because if he is close to friendlies I have to target him with the edge of the fireball and not the center.
In that example with the Shaman it’s still a definite hit in the sense that you can pause the game and you aren’t going to miss. If you are aiming past the Shaman to avoid friendly fire then sure the AI has a better chance of moving. You could also move the friendlies. I don’t see what is wrong with that. It seems like an example of how realtime AI is more efficient for a developer. I don’t know how you would replicate this in a TB game and if you don’t you are dumbing down the AI otherwise you are suggesting that AoE spells travel so fast that even someone that is in the path of the edge of its effect cant step out of the way when they see it burst from the casters hands from many feet away. The best solution for a TB game is probably a realtime simulation in which everyone that makes a saving throw is instantly moved out of the path.
I am with you there. I prefer TRwP than pure action, when it comes to medieval settings, mostly because I hate action melee combat. On modern settings though, I would much rather play a first or third person shooter, than an action RPG.
Maybe RTwP needs runoff voting
To me the combat system in the IE was a huge dissapointment and the beginning of the end for decent RPG combat in major titles. I enjoy the simplistic TB combat of Spiderweb games more than AAA RTwP games (although I do enjoy other aspects of such games).
You could certainly argue that the IE was the beginning of the end of high profile big budget strategic RPGs. I might have different reasons and we know prolific strategic RPGs will surely resurface. My assessment is that to the gen public the IE had enough strategy. To the casual PC gamer Baldur’s Gate and IWD played out like simple RTS games. For an RPG they were strong on strategy so developers made their inroads in other areas like roleplaying, story, graphics, and romance.
Exactly. If you want your tabletop combat system into a game, like I do, it is a complete failure.
Understandable especially if you feel the IE was a decline from the Gold Box or Darksun. That’s where I can certainly agree to disagree. I want a simulation of a D&D setting. The rules are just a tool to get there and if they interfere then you break them.