Crichton said:
You'd be more impressed if you knew what the features did. D&D's "defensive stance" prevents one from moving so it actually has an effect on the game, it's not just +2/+4 to parry. If you need a refresher course on D&D rules, it's all on-line;
I'm not sure I want to make the effort to support your argument. Besides, I really don't know how well implemented all D&D rules are in any actual CRPG, and I don't plan to play NWN2 just to compare it to Drakensang, although I might play it one day, if only for MotB.
Disarm / stunning fist are real additions to D&D because they do something to your enemy outside of cut down his HP / stats, unlike all the Drakensang power attacks
Ah, but the opponent's offensive capability is really just another stat. So what happens, your opponent needs an action to pick up his weapon or equip another one? While I appreciate the variation, I don't see a fundamental difference to an ability like knockdown. Moreover, stunning fist strikes me as a vastly overpowered ability balanced (maybe) by an arbitrary limit; just one of the things I dislike about D&D.
The idea is that different attacks are useful in different situations because they depend on your opponent's stats; larger weapons are harder to disarm, creatures with better fort saves are harder to stun so you have to pay some attention to what you're facing instead of just pressing the same buttons over and over.
Still all attacks in Drakensang are neither power attacks nor equally useful against any opponent. Creatures with higher strength are harder to knock down with the standard line of power attacks, although there is a special attack that tests dexterity instead. Some attacks ignore armor or negate the opponent's blocking ability.
Different attacks can only be used with a selection of weapons, adding a strategic level to the choice of weapon and combat skills. The last time I heard that in D&D the DM suggested that it were just flavor text.
Other D&D features like rage and shapeshifting allow one to become more powerful for a limited time a limited number of times a day, this makes them fundamentally different from things that just cost energy that regenerates constantly.
I just loathe this type of ability, just like daily powers or encounter powers in 4th ed. I can imagine many ways that I'd prefer over how D&D works, and few I like less.
Besides, I feel you simplify the issue of energy. I seem to recall that stamina dropping to zero make a figher more vulnerable and injuries reducing stamina, so a figher who is down to zero "energy" may never recover during a fight. Managing the energy is an additional tactical element, moreso than a number of daily uses.
I guess you're right that they are fundamentally different, though. I just really don't like the D&D version.
the point is that Drakensang just doesn't offer the sophistication of NWN2's combat system, which is hardly the gold standard, which is why someone who can't stand NWN2 (which includes many codexers) is really going to hate Drakensang.
Hmm. I'm not sure I see more options as sophistication, but I can't judge NWN2. Drakensang could certainly have more variation, but it does have a series of very distinctive abilites that are useful in different situations.
Not as sophsticated as NWN2 maybe, but that's a far cry from hammering away with power attacks.
You're really going to have to look up what this stuff does if you don't know.
No, you really have to tell me.
Metamagic allows one to make a spell last longer, or make it do more damage or give it a wider area of effect or cast it in armor, but you can only do one at the same time and these cost higher level spell slots which means you have to give up more powerful spells.
I like Drakensang's skill-related variation of spell power, some spells becoming more potent with growing skill and some that can be cast at higher power levels.
Which brings us to spell levels/slots. Unlike mana based systems where mana regenerates whenever you're standing around, if you can only cast one level three spell without resting, it doesn't matter how long your characters pick their nose, they'll have to make do with magic missile.
Eh, that reminds me of playing Baldur's Gate. Ah, my good spells are expended, let's rest. Very sophisticated, and terribly interesting in a not kinda way.
That mana regenerates almost instantly is a rather unfortunate design decision of the Drakensang developers. They've made quite a mockery out of some spells too, with a healing spells just to clean up status effects after combat.
It's just two sides of the same coin to me. A broken memorization system versus a broken mana system.
The point is that there isn't a great difference in what Drakensang and various D&D cRPGs are trying to do with their magic system, Drakensang just doesn't have any of the pieces that connect your decisions with what your opponent has done or can do.
I don't quite agree. D&D cRPGs may have more tactical options, but I disagree that there is no connection between my decisions and my opponent's abilities. Rather than just increase his ability to cast spells uninterrupted through skills and feats, a caster can cast a protective spell or use a quick debuff on an opponent before charging up a powerful offensive spell. It's still possible to raise a caster's self control skill to make him resistant to interruption.