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Baldur's Gate Baldur's Gate 3 Pre-Release Thread [EARLY ACCESS RELEASED, GO TO NEW THREAD]

Anonona

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But that's like saying "this tastes like shit, but that's why I like it".

No, is because everything can happens fast and more impracticable than turn based. I also enjoy turn based games like ToEE but the fact is that games played in turn based takes way more time and are much slower than RtWP

To be honest, I think it depends on how the game is designed more than the system itself. I think though, you are right in that RtwP can make combat with many members faster, but it also depends on it not having too much micro-management (which thankfully, is usually not so with systems like Pathfinder and D&D.)
 

passerby

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RTwP had more mainstrem appeal on PC in the late 90s, since RTS was a mainstream genre and mainstream gamers had this skillset, while these days jRPGs and nuXCOm clones are way more mainstream and RTS is niche. If you want to sell on consoles, you have to go TB.
So, as far as BG3 is concerned, it's an adaptation of D&D system aimed at mainstream gamer in the current year and Larian has a complete commercially proven formula, so it is what it is and fine.
***

As for RTwP vs TB argument in general:

For example there are Pathfinder and Eternity and there are TB and RTwP modes for both, same rulesets, same encounters...
RTwP enthusiast will prefer it because he can play the same encounters 5-10x times faster and don't get bored out of his mind, while TB enthusiast will say he prefer that mode because it's finally not a convulted mess and more complex tactics are managable.
So for the first group complexity is constrained by slowness and boredom of TB and for the other by either their ability, or willingness to manage RTwP.

It's obvious that you can play roughly the same encounter in both systems, but turn based system unpack it into few times longer and more visually clear presentation and guide the player through it one action at a time, at the cost of player's time and accuracy of tactical simulation.
Initiative, overwatch, attacks of opportunity, interruptions, etc. are all convulted rules to poorly emulate some aspects of tactical simualtion lost in translation to turn based system and which lack degenerates gameplay and versimilitude, so they were introduced to circumvent this isue.
Why not just have intuitive RT simulation going on and spent the "limited ruleset complexity capital" on something meaningful, instead of on poorly emulating realtime tactics with crude rules limited by what 15yo can calculate on the fly with dice, pen and paper ?

So, if you argue, that you prefer TB because you are used to it and find more relaxed and streamlined experience more fun, then I can accept it as a reasonable and intellectually honest position, even if I don't share it, since it's too slow and boring to be more fun to me.
But to seriously argue in favor of a false claim, that TB system is somehow more cerebral than RTwP in principle, you have to be a bit... slow.
 
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Ontopoly

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I think we should make a conscious decision to use the word retard in this thread less. Sure we disagree on stuff but at the end of the day people with mental disabilities are still real people and we shouldn't try to dehumanize them.
 

DraQ

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I've been out of gaming for a wee while, and look what happens when I come back - great new info re. this game, and the new PK kikcstarter! It's like waiting for buses ...

I can't believe anyone would moan about this being turn-based, btw. RTWP is generally (not in all circumstances, but generally) crappy, and not even in the spirit of D&D; turn-based for this is a definite improvement. I hope Larian look closely at ToEE and the turn-based fan mod that was made for PK.
No, please, don't feed the beast. Please, it's dangerous.

Oh, no.

It's coming.

The Ontopoly's pointless rtwp rant.

We are doomed.
Ontopoly will dumb us all!
 

Anonona

Savant
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Messages
689
RTwP had more mainstrem appeal on PC in the late 90s, since RTS was a mainstream genre and mainstream gamers had this skillset, while these days jRPGs and nuXCOm clones are way more mainstream and RTS is niche. If you want to sell on consoles, you have to go TB.
So as far as BG3 is concerned, it's an adaptation of D&D system aimed at mainstream gamer in the current year and Larian has a complete commercially proven formula, so it is what it is and fine.
***

As for RTwP vs TB argument in general:

For example there are Pathfinder and Eternity and there are TB and RTwP modes for both, same rulesets, same encounters...
RTwP enthusiast will prefer it because he can play the same encounters 5-10x times faster and don't get bored out of his mind, while TB enthusiast will say he prefer that mode because it's finally not a convulted mess and more complex tactics are managable.
So for the first group complexity is constrained by slowness and boredom of TB and for the other by either their ability, or wilingness to manage RTwP.

It's obvious that you can play roughly the same encounter in both systems, but turn based system unpack them into few times longer and more visually clear presentation and guide the player through it one action at the time, at the cost of players time and accuracy of tactical simulation.
Initiative, overwatch, attacks of opportunity, interruptions, etc. are all convulted rules to poorly emulate some aspects tactical simualtion lost in translation to turn based system and which lack degenerates gameplay and versimilitude, so they were introduced to circuvement this isue.
Why not just have intuitive RT simulation going on and spent the "limited ruleset complexity capital" palpabe by an average player on something meaningful, instead of on poorly emulating realtime tactics with crude rules limited by what 15yo can calculate on the fly at the game table ?

So, if you argue, that you prefer TB because you are used to it and find more relaxed and streamlined experience more fun, then I can accept it as a reasonable and intellectually honest position, even if I don't share it, since it's too slow and boring to be more fun to me.
But to seriously argue in favor of an obviously false claim, that TB system is somehow more cerebral than RTwP in principle, you have to be a bit... slow.

You make some interesting points. It is true that, if we want to simulate a real combat, RPG's rules can be considered a hindrance if we are using computers to do so. Why bother with initiative if you can just have the PC simulate who is faster, who has the momentum, the longest attack reach? etc. This I agree.

But I disagree in certain aspects. Many of the "convoluted rules" you say are still present on the RtwP system. Overwatch is gone, sure, and interruptions are handle by the player, but initiative and AoO are still very much a thing in RtwP, as well as many other things from PnP and TB systems. The existence of rounds itself wouldn't make sense if we are talking about simulation. This takes me to my next point; I think you are equating simulation with complexity. What many people enjoy of RPGs are not only the "simulationist" aspect of them, but also the fact that they are games with a series of rules that are fun to learn and use to win "combats", almost like puzzles with multiple solutions. It is not only about making it realistic, but also fun. Relating with the first point, if we follow this logic, the best RtwP would be a game that lack any of these rules and goes strong for simulation, but at that point you probably will get something like Total War instead of the original game. Finally, I too think that both system are really close to the same complexity. After all, the quality of the game play in an RPG doesn't come from it being RtpW or TB, but rather from the systems they decide to use. RtwP didn't make PoE bad nor Pathfinder good, it was the rest of their systems that determined their quality. Sure, TB brings things that RtwP doesn't, but so is true the other way.

The rule is turn based due P&P limitations at the same way that you have limited dialog options due computer limitations. Is not hard to understand...

I disagree on this. A game quality is on its limitation as much as in what they let you do. D&D is fun because its rules are fun, independently of it being TB or RtwP, limitations have nothing to do with this. Take out all of this rules for crpg and relay on the computer for a completely realistic simulation, and you will find that you are not playing the same game anymore as the rules are gone. Again, RtwP uses almost all of the same limitations of PnP because those rules are what make the games what they are.
 

DeepOcean

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turn based is better because the ruleset is turn-based

The rule is turn based due P&P limitations at the same way that you have limited dialog options due computer limitations. Is not hard to understand...
"Fallout 3 is a majestic FPS game while Fallout 1 and 2 were turn based games due to limitations of their time, the same way you had a limited camera view due to computer limitations. It is not hard to understand..."

Current year Kotaku journalist.
 

Cryomancer

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"Fallout 3 is a majestic FPS game while Fallout 1 and 2 were turn based games due to limitations of their time, the same way you had a limited camera view due to computer limitations. It is not hard to understand..."

Current year Kotaku journalist.

A retarded journalist doesn't negate my point. HE is wrong because there was real time games in 1997(might & magic for eg) but no real time TTRPG and because FL3 is inferior to FL1/2 in 99% of aspects and even as a shooter, is not that great. No aiming down sights, supermutants with .32 cal pipe rifles makes no sense and FNV is superior to FL3 in every aspect. Including as a shooter.
 

passerby

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But I disagree in certain aspects. Many of the "convoluted rules" you say are still present on the RtwP system. Overwatch is gone, sure, and interruptions are handle by the player, but initiative and AoO are still very much a thing in RtwP, as well as many other things from PnP and TB systems.

None of the mentioned rules should be present in RTwP, since they double on what RT already simulates and including them in RTwP is a result of mixing two systems into some frankenstein abomination. Just one example, AoO shouldn't be present in RTwP at all, either default ai, or player can order to attack an enemy that is passing by and hit him in the back, but if your unit is already engaged with another enemy, then it shouldn't get any free attacks, it should be a tactical choice, to either let enemy pass unperturbed, or engage him and expose yourself to the previously engaged enemy. With no rule at all, the very nature of RT simulation, creates an opportunity for a tactical decision. Awkward free AoO are patched on TB, since you can't react to an enemy passing by and going for a mage in TB, so it poorly replaces something that is better handled by RT itself with no extra rules.

This takes me to my next point; I think you are equating simulation with complexity. What many people enjoy of RPGs are not only the "simulationist" aspect of them, but also the fact that they are games with a series of rules that are fun to learn and use to win "combats", almost like puzzles with multiple solutions. It is not only about making it realistic, but also fun.

No, it's you who equates abstract rules with fun and complexity. I find being able to choose whether to engage a passing enemy, or not, both more fun and complex, then just getting a free AoO hit.
RTwP in itself creates possibility for creating tactics with no additional rules, for example you can make fighters step aside, make a mage throw a cone spell at charging enemies, then make fighters step back and let the mage hide behind them before enemies can reach him.

In turn based, either enemies will be too far, or already reach the line of fighters before mage's turn come, or their turns will be mixed in between your units and the enemy group would spread out, you would also have to introduce a "wait" order to be able move your units up the turn order and split your action points between few separate moves within a round of combat, if you have time units in your turn based system at all, to be able to synchronise anything. To simulate an extremely basic tactics in TB you have to create rules so convulted, that they would become way more pain in the ass to deal with, than pausing and issuing orders in RTwP, to the point where it's pointless and most TB games are way more basic and significantly limit tactical possibilities compared to RTwP.

Finally, I too think that both system are really close to the same complexity. After all, the quality of the game play in an RPG doesn't come from it being RtpW or TB, but rather from the systems they decide to use. RtwP didn't make PoE bad nor Pathfinder good, it was the rest of their systems that determined their quality. Sure, TB brings things that RtwP doesn't, but so is true the other way. I disagree on this. A game quality is on its limitation as much as in what they let you do. D&D is fun because its rules are fun, independently of it being TB or RtwP, limitations have nothing to do with this. Take out all of this rules for crpg and relay on the computer for a completely realistic simulation, and you will find that you are not playing the same game anymore as the rules are gone. Again, RtwP uses almost all of the same limitations of PnP because those rules are what make the games what they are.

I'd say if anything RTwP only adds tactical possibilities, but even if you don't value them, the very fact shit happens simultaneously and packs all unrelated to RT vs TB dichotomy rules into shorter timeframe and doesn't waste your time, makes RTwP more fun.
 
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DraQ

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turn based is better because the ruleset is turn-based

The rule is turn based due P&P limitations at the same way that you have limited dialog options due computer limitations. Is not hard to understand...
It doesn't matter since controlling the entire party is in turn SP limitation and it so happens that TB makes it much more pleasant experience.
Repurposed != bad.
 

Cryomancer

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I enjoy both modes, turn based and real time. On M&M VI, when i an facing a lot of trash mobs, i put RT. When i an facing a challenging encounter. o use turn based. IMO real time with pause is better in action aspect and turn is better in tactical aspect.

That said, ToEE is amazing because the animations are fast, and you can enable concurrent turns, speeding a lot the enemy moves, removing the greatest problem of turn based games(watching the same animation of 10 kobolds if you are facing 10 kobolds) every turn.
 

Anonona

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But I disagree in certain aspects. Many of the "convoluted rules" you say are still present on the RtwP system. Overwatch is gone, sure, and interruptions are handle by the player, but initiative and AoO are still very much a thing in RtwP, as well as many other things from PnP and TB systems.

None of the mentioned rules should be present RTwP, since they double on what RT already simulates and including them in RTwP is a result of mixing two systems into some frankenstein abomination. Just one example, AoO shouldn't be present in RTwP at all, either default ai, or player can order to attack an enemy that is passing by and hit him in the back, but if your unit is already engaged with another enemy, then it shouldn't get any free attacks, it should be a tactical choice, to either let enemy pass unperturbed, or engage him and expose yourself to the previously engaged enemy. With no rule at all, the very nature of RT simulation, creates an opportunity for a tactical decision. Awkward free AoO are patched on TB, since you can't react to a unit passing by and going for a mage in TB, so it poorly replaces something that is better handled by RT itself with no extra rules.

I cannot say I agree 100%, but I cannot denied that I myself have think that adapting TB system to RtwP creates quite a lot of problem or inconsistencies. I still think that the games still gain much for many of the rules of PnP, but I cannot say you are entirely wrong.

This takes me to my next point; I think you are equating simulation with complexity. What many people enjoy of RPGs are not only the "simulationist" aspect of them, but also the fact that they are games with a series of rules that are fun to learn and use to win "combats", almost like puzzles with multiple solutions. It is not only about making it realistic, but also fun.

No, it's you who equates abstract rules with fun and complexity. I find being able to choose whether to engage passing enemy, or not, both more fun and complex, then just getting free AoO hit.
RTwP in itself creates possibility for creating complex tactics with no additional rules, for example you can make fighters step aside, make a mage throw a cone spell at charging enemies, then make fighters step back and let the mage hide behind them before enemies can reach him.

Actually not, never implied that, but perhaps the way I wrote it may have cause misunderstanding. I'm not saying a more realistic system, or a more precise simulation makes a game automatically bad, but that if you take out the rules of a game and change them, it becomes a completely different game. Not better or worse, but different. While it may seem that having more options is always a plus, I'll say it is not always so. Being limited on what you can do or forced into certain actions by the rules can actually be itself fun and encourage thinking well your next moves, as you cannot always have an easy escape from a situation. Of course, being given more options is, more than not, better, but I think there is value too on limiting what you can do, and that when it comes to game design it is not as straight forward as it may seem.

In turn based, either enemies will be too far, or already reach the line of fighters before mage's turn come, or their turns will be mixed in between your units and the enemy group would spread out, you would also have to introduce a "wait" order to be able move your units up the turn order and split your action points between few separate moves within a round of combat, if you have time units in your turn based system at all, to be able to synchronise anything. To simulate an extremely basic tactics in TB you have to create rules so convulted, that they would become way more pain in the ass to deal with, than pausing and issuing orders in RTwP, to the point where it's pointless and most TB games are way more basic and significantly limit tactical possibilities compared to what is possible in RTwP.

Actually, what you describes is an example on how rules forces the player to think tactically. They cannot do what they want all the time, RNG plush the flow of combat dictates what are the best and worst decision they can make. They have to account for different factors and have different options, with situations that wouldn't happen if you didn't use those rules. Is like a puzzle which each piece of it being the rules that forms it. If you change the pieces or straight up take them away,you don't have the same puzzle anymore. You may like the new puzzle more or less, but what can't be denied is that it is not the same.

Also, the next is more of a subjective thing, so take it with a grain of salt, but I think you are overstating the complexity of certain TB systems like D&D. They are usually easy to understand and while they may see daunting at first, they kind of follow a certain logic that makes remember them easier. As you yourself said, it is played by young kids, it really cannot be that complex. Furthermore, I say you may mixed up a bit TB with the system of rules of the game. Pokemon is TB, but its rules are really simple. There are few stats, what each stats do is self explanatory, and each move and attack has a simple effect. What I mean with this is that TB isn't convoluted per se, that is a issue that concerns the system of rules that is implemented in the game. So a D&D RtwP game will be as "convoluted" as an TB game, as they use the exact same rules.


Finally, I too think that both system are really close to the same complexity. After all, the quality of the game play in an RPG doesn't come from it being RtpW or TB, but rather from the systems they decide to use. RtwP didn't make PoE bad nor Pathfinder good, it was the rest of their systems that determined their quality. Sure, TB brings things that RtwP doesn't, but so is true the other way. I disagree on this. A game quality is on its limitation as much as in what they let you do. D&D is fun because its rules are fun, independently of it being TB or RtwP, limitations have nothing to do with this. Take out all of this rules for crpg and relay on the computer for a completely realistic simulation, and you will find that you are not playing the same game anymore as the rules are gone. Again, RtwP uses almost all of the same limitations of PnP because those rules are what make the games what they are.

I'd say if anything RTwP only adds possibilities, but even if you don't value tactical possibilities it adds, the very fact shit happens simultaneously and packs all unrelated to RT vs TB dichotomy rules into shorter timeframe and doesn't waste your time, makes RTwP more fun.

In most RtwP actions do not really happen simultaneously. They actually follow the initiative rules of PnP and have rounds systems. Certain things like movement is free, deviating from PnP, but all other actions aren't. I'll say though, what you suggest does make me think that it would be interesting to have a rules light, "simulationist" CRPG, one that discard rounds and AoO, uses physics and hitboxes, and tries to make a combat system that tries to simulate "realistic" fantasy combat. I think maybe Total War kind of do this, but it is a RTSwP, and maybe Spellforce offers a gameplay similar to what you suggest (although it looks too light on the RPG side of things). None of them are proper RPGs though, so maybe someone has a better example than those.
 
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Luckmann

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I think we should make a conscious decision to use the word retard in this thread less. Sure we disagree on stuff but at the end of the day people with mental disabilities are still real people and we shouldn't try to dehumanize them.
Do I rate this post "Yes" as in "Yes, we should", or "No" as in "No, I disagree"?
 
Vatnik Wumao
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I think we should make a conscious decision to use the word retard in this thread less. Sure we disagree on stuff but at the end of the day people with mental disabilities are still real people and we shouldn't try to dehumanize them.
Do I rate this post "Yes" as in "Yes, we should", or "No" as in "No, I disagree"?
Just rate it cuck and save yourself of a dilemma.
 

Luckmann

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Messages
3,759
Location
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I think we should make a conscious decision to use the word retard in this thread less. Sure we disagree on stuff but at the end of the day people with mental disabilities are still real people and we shouldn't try to dehumanize them.
Do I rate this post "Yes" as in "Yes, we should", or "No" as in "No, I disagree"?
Just rate it cuck and save yourself of a dilemma.
Nah, I figured it out.
 

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