When we say that combat is dynamic, we also relate that to the game's pace and feel. The Bard’s Tale IV allows you to give your commands as quickly as you want, even while the animations of your previous commands are still playing out. This removes the tedium of waiting around for animations to finish before the system accepts your next input.
Combat is resolved in a phase-based manner, meaning your entire party takes its turn, and then all enemies take theirs. In the original trilogy, you’d make all of the decisions at once and only then see the results. For The Bard’s Tale IV, we want a more dynamic experience: as soon as you decide what a character will do, they immediately act. This is the first way in which battles dynamically change, as your rolls and effects can have a variety of outcomes which might make you rethink your next action.
first person party rpgs
I might donate to this campaign next payday
That shouldn't come at a surprise at this point.Almost 100k already, I'm very surprised. Fargo knows how to hype.
That shouldn't come at a surprise at this point.Almost 100k already, I'm very surprised. Fargo knows how to hype.
100k in less than a half hour is indeed impressive.
That shouldn't come at a surprise at this point.Almost 100k already, I'm very surprised. Fargo knows how to hype.
100k in less than half an hour is indeed impressive.
So Party 1 takes their actions, then Party 2 takes theirs (I-Go-You-Go)? Sounds like Alpha Strike: The Blobber.Combat is resolved in a phase-based manner, meaning your entire party takes its turn, and then all enemies take theirs.
So basically I choose initiative order between my characters... this can be interesting, though it will probably lead to strategies like "potentially lethal attacks first, mop-up AOE attackers last".In the original trilogy, you’d make all of the decisions at once and only then see the results. For The Bard’s Tale IV, we want a more dynamic experience: as soon as you decide what a character will do, they immediately act. This is the first way in which battles dynamically change, as your rolls and effects can have a variety of outcomes which might make you rethink your next action.
This sounds fancy and all, but doesn't give a better outcome than just a "repeat last commands" button (which most blobbers have nowadays).When we say that combat is dynamic, we also relate that to the game's pace and feel. The Bard’s Tale IV allows you to give your commands as quickly as you want, even while the animations of your previous commands are still playing out. This removes the tedium of waiting around for animations to finish before the system accepts your next input.
Didn't the first quote imply that the enemies take their turns after the entire party has taken their turn? Or is there some sort of interrupt system / are there reaction abilities like "counterattack the first person that tries to hit me this turn"?And of course, your enemies are a major part of keeping the system dynamic – you'll need to examine the battlefield and react accordingly to win, including being aware of abilities that directly counter other abilities.