Desiderius
Found your egg, Robinett, you sneaky bastard
- Joined
- Jul 22, 2019
- Messages
- 14,189
PnPer TB purists are on a mission from Asmodeus or some shit. RTwP cRPGers are as bugs to be crushed under the mighty heel.
I mean.. only to the point where the foundation of your design should start from TB or RTWP. Pathfinder is already TB, and changing one variable changes a lot of variables. But that's simply how it's designed.PnPer TB purists are on a mission from Asmodeus or some shit. RTwP cRPGers are as bugs to be crushed under the mighty heel.
I think I am asking this question at least for the 5th time.I mean.. only to the point where the foundation of your design should start from TB or RTWP. Pathfinder is already TB, and changing one variable changes a lot of variables. But that's simply how it's designed.
Well by wargames I really do mean the 40k tabletop type, not cards. This evolved right out of them. I mean, a very much older game but I'm just saying that the concept of "move-action" as separate phases is still orthodox in mainstream tabletop. It's just interesting, not a criticism.I think I am asking this question at least for the 5th time.I mean.. only to the point where the foundation of your design should start from TB or RTWP. Pathfinder is already TB, and changing one variable changes a lot of variables. But that's simply how it's designed.
Are there interruptions of the turn in "wargames, 40k Etc."? In MtG they are, by the way, and they are called "instants". And they are in all turn based computer tactical games worthy of the name.
Well, I had seen (sadly, only once) a proper Warhammer (not 40k) table top game, and it was amazing. They were manipulating units, though, and (mostly) not individual soldiers. A "move>action" sequence was quite relevant for wars - and wargames - before the end of WW-1 (when modern mobile war was first tried out).Well by wargames I really do mean the 40k tabletop type, not cards. This evolved right out of them. I mean, a very much older game but I'm just saying that the concept of "move-action" as separate phases is still orthodox in mainstream tabletop. It's just interesting, not a criticism.
Yes, Pathfnder has various things you can do during an opponents turn. Attacks of Opportunity are one. Immediate actions are another, various specific actions you can do whenever. Casting Feather Fall is the classic example, you can do it even after you start falling if you have it prepared. The most important thing missing, however, are Readied Actions. By not taking action during your turn, you can set up a conditional one that will happen immediately when triggered. Couple examples: Your Fighter is next to an enemy Wizard. You can set up a Readied Action to attack him as soon as he starts casting to force a concentration check with the damage dealt adding to the DC . Or you can set up a Readied Action to fire your bow at whoever first steps through a door. You get the idea. Counterspelling also works with Readied Actions. And as you can imagine, replicating this system's flexibility in a cRPG is not an easy thing to do.Are there interruptions of the turn in "wargames, 40k Etc."? In MtG they are, by the way, and they are called "instants". And they are in all turn based computer tactical games worthy of the name.
If they are in Pathfinder table-top rule set then they have to be implemented in the turn based mode for Pathfinder computer games. Obviously, they are not implemented in Kingmaker.
Well, the problem with DOS is that they didn't roll for initiative. You have to roll for initiative here so you can't guarantee order. Owlcat didn't design/choose the foundational framework, Paizo did, so you're stuck with that natural basis, whether turn based or rtwp.Just realized I’d never tried TB before. Wow that is really smooth. As Lann says though big part of my game is interrupting things. This would play out more like D:OS with enemy not getting chance to act much at all.
Well I think he was asking in terms of the tabletop wargames who he eyes to the side of the room while playing MTG, while the larpers are in their own little room.Yes, Pathfnder has various things you can do during an opponents turn. Attacks of Opportunity are one. Immediate actions are another, various specific actions you can do whenever. Casting Feather Fall is the classic example, you can do it even after you start falling if you have it prepared. The most important thing missing, however, are Readied Actions. By not taking action during your turn, you can set up a conditional one that will happen immediately when triggered. Couple examples: Your Fighter is next to an enemy Wizard. You can set up a Readied Action to attack him as soon as he starts casting to force a concentration check with the damage dealt adding to the DC . Or you can set up a Readied Action to fire your bow at whoever first steps through a door. You get the idea. Counterspelling also works with Readied Actions. And as you can imagine, replicating this system's flexibility in a cRPG is not an easy thing to do.Are there interruptions of the turn in "wargames, 40k Etc."? In MtG they are, by the way, and they are called "instants". And they are in all turn based computer tactical games worthy of the name.
If they are in Pathfinder table-top rule set then they have to be implemented in the turn based mode for Pathfinder computer games. Obviously, they are not implemented in Kingmaker.
They're actually painted ;_;
Yeah, though I think it's more tactical than RPG. I'm not sure how faithful it is to tabletop, I think it came in with the nu XCOM crowd.This game is so good. Is shadowrun dragonfall tactical also?
Not that I am against larping per se; I just find it extremely difficult to LARP when the whole group of archers does nothing while Octavia destroys them with a perfectly placed fireball. Here my imagination breaks.Well I think he was asking in terms of the tabletop wargames who he eyes to the side of the room while playing MTG, while the larpers are in their own little room.
Overwatch, huh.The most important thing missing, however, are Readied Actions. By not taking action during your turn, you can set up a conditional one that will happen immediately when triggered.
[/quote]Huh. Mechanics are based on existing turn based game. If the mechanics were based on a real time game, then that'd be different. Just from the core it changes every design decision you make.Damn it, everything is already in the rules, and some... erm... very intelligent people praise the TB mode as a "table top way to play". While in fact it is implemented so poorly that it becomes a -1 difficulty level cheat. Figures...
I don't need simultaneous flow if there are at least some attempts to emulate it. As Gallups did with overwatches and, as Xamenos wrote, is already done in Pathfinder rule set. I know that adding TB to Kingmaker was, basically, polishing an existing mod, so nothing like that could have been implemented.Technically you're just missing it being simultaneous. Well, there are simultaneous turn based games - again, Frozen Synapse.
The only reason Pathfinder exists is because tabletoppers have paid for it for years. There would otherwise be no Pathfinder. Essentially, being the target customer, Pathfinder caters to those grognards'. They're the main customers of Paizo, not you or any videogamers (unless it turns into some kind of franchise).I don't need simultaneous flow if there are at least some attempts to emulate it. As Gallups did with overwatches and, as Xamenos wrote, is already done in Pathfinder rule set. I know that adding TB to Kingmaker was, basically, polishing an existing mod, so nothing like that could have been implemented.Technically you're just missing it being simultaneous. Well, there are simultaneous turn based games - again, Frozen Synapse.
What I don't understand is how local tabletoppers do not see it. Or pretend not to see. Maybe they would have preferred to play Divinity: Original Sin instead of Kingmaker.
I'm OK with the Pathfinder system never existing; Mr. Sawyer had managed to create his own combat system which was boring, but worked. The failure of the second Pillars is neither in the system nor in the setting; it's the decision to continue the story that has been finished. Also, I read another Pathfinder target customer about what is in the original Kingmaker module and what was added to the game. It's like night and day.The only reason Pathfinder exists is because tabletoppers have paid for it for years. There would otherwise be no Pathfinder. Essentially, being the target customer, Pathfinder caters to those grognards'. They're the main customers of Paizo, not you or any videogamers (unless it turns into some kind of franchise).
Well, the problem with DOS is that they didn't roll for initiative. You have to roll for initiative here so you can't guarantee order. Owlcat didn't design/choose the foundational framework, Paizo did, so you're stuck with that natural basis, whether turn based or rtwp.Just realized I’d never tried TB before. Wow that is really smooth. As Lann says though big part of my game is interrupting things. This would play out more like D:OS with enemy not getting chance to act much at all.
"Patchwork" is a good choice of words - PFK didn't patch it together or make their own mechanics. I'm not playing PF:K turn-based simply because it's turn based. It's more like personal preference. The PFK TB is good because it took an existing designed structure that has been successful for almost two decades now. They didn't HAVE to but it was the safer and smarter move to stick with something that's worked.Well, the problem with DOS is that they didn't roll for initiative. You have to roll for initiative here so you can't guarantee order. Owlcat didn't design/choose the foundational framework, Paizo did, so you're stuck with that natural basis, whether turn based or rtwp.Just realized I’d never tried TB before. Wow that is really smooth. As Lann says though big part of my game is interrupting things. This would play out more like D:OS with enemy not getting chance to act much at all.
Well, you roll for Initiative, fair enough. The important thing is that when your turn comes up, you can delay it as much, as you want and control when (after which character) you will act. Which is very different from Deadfire Turn Based patchwork job for example, where delaying actions automatically puts you at the end of round queue - which is just lazy and sucks.
The PFK TB is good because it took an existing designed structure that has been successful for almost two decades now.
Yes, Pathfnder has various things you can do during an opponents turn. Attacks of Opportunity are one. Immediate actions are another, various specific actions you can do whenever.
And as you can imagine, replicating this system's flexibility in a cRPG is not an easy thing to do.
Yeah uh those are in the game. It's surprisingly carbon-copy.. I haven't played RTWP at all and TB is honestly less clunky than TOEE.The PFK TB is good because it took an existing designed structure that has been successful for almost two decades now.
Yes, Pathfnder has various things you can do during an opponents turn. Attacks of Opportunity are one. Immediate actions are another, various specific actions you can do whenever.And as you can imagine, replicating this system's flexibility in a cRPG is not an easy thing to do.