That's phase-based.Shinan said:Would it be turnbased if one gave all the orders to the PCs and then pressed a "play" or "execute" or "whatever" button to let the PCs do their turn simultaneously until pausing to make for another turn of action-giving.
pnps don't "emulate" turn-based. they ARE turn-based by necessity. it has nothing to do with when you choose the actions, but everything to do with how they are executed.But on the other hand it is a system that many PnPs try to emulate so that the players have to choose what to do before the turn starts. (With a bunch of exceptions mostly having to do with interrupted and forced defensive actions)
Steve Jackson Games actually have some rather interesting real-time board games. And I think Cheapass Games has some too.I can imagine how a real time board game would be played:
Players ram their chess pieces around on the board smashing at each others hands. The game ends with a stalemate when one of them clocks the other.
DorrieB said:Hi. I just thought I'd mention, in defense of reviewers, that the KOTOR2 Manual itself claims that the game has 'Real-Time Turn-Based' combat. It's rather a self-contradictory thing to claim (in a zen way, maybe? Like the 'sound of silence' or 'the wisdom of ignorance'?) but if you're writing a review, and the game manual says something, you can maybe be forgiven for thinking you're on solid ground?
Interrupts and shots of opportunity aren't unknown to turnbased games, and it's fairly self-evident why it doesn't contradict their turnbased nature. An interrupt, as the name implies, interrupts one participant's turn and gives the interrupting participant an extra turn.Shinan said:nonono. What I said was that PnPs (...) emulate real-time by using something that resembles real-time with pause more than turn-based a la Fallout. Not only in interrupts and shots of opportunity but in a lot of other things as well.
Can to combatants shoot each other simultanously?So that, in the end, the turns are basically executed simultaneously instead of being one-at-a-time like you said was the requirement for real turn-based.
That's why I said not only, because those are fairly standard in any kind of turn-based system.Claw said:Interrupts and shots of opportunity aren't unknown to turnbased games, and it's fairly self-evident why it doesn't contradict their turnbased nature. An interrupt, as the name implies, interrupts one participant's turn and gives the interrupting participant an extra turn.
They almost can. It's hard enough to do it for real so it doesn't happen very often. More often two people fight in close combat at the same time something that also is handled in...Can to combatants shoot each other simultanously?So that, in the end, the turns are basically executed simultaneously instead of being one-at-a-time like you said was the requirement for real turn-based.
I know the feeling.Shinan said:Three posts for no reason whatsoever. I'll go back to lurking now.
Vault Dweller said:@aboyd
Sadly, it is terribly inaccurate, and no, the system in both KOTOR games has nothing to do with TURN-based combat. The key word would be TURN, not queued action. In many RTS you can issue queued orders and commands, yet nobody thinks that such games are turn-based.
Spazmo said:Dear Bored in Florida,
Eat a dick.