Shemar said:
Clearly it is a preference. I do not object to anybody preferring the RTwP system. However anyone claiming that RTwP is in any shape or form similar or equivalent to true turn based, or that it offers about the same gameplay is either ignorant, or a moron.
It depends on the system. I honestly don't see a huge difference between turn-based (A)D&D and the real time with pause version. You generally employ the same tactics. The differences aren't that huge.
The need to monitor and adjust to multiple simultaneous events and the need to time actions make RTwP be half way from tactical turn based to arcade. In a phase based system you are not expected or have the capability to react in real time as battle conditions change (even if the raction is just to hit the pause button). That is clearly a requirement of arcade games, not turn based ones.
The auto-pause wasn't perfect, but you could have it set up to pause on practically any sort of event, eliminating the need for any sort of reflex (though auto-pause could get pretty cumbersome at times). I really don't think something like Baldur's Gate is "arcade" in any way, shape, or form.
That is beacuse you see as 'core principles' things like classes and spells and combat calculations, whereas I see the turn based aspect as 'the' core principle. To me there is a clear continuum of preference that goes "Any turn based comabt system" >> "Any RTwP system" >> "Any action system". Maybe you are trying to see it as a scale of feaures. I see it as a scale of what I want, with turn based being what I want, Diablo being what I would not play even if it was the only game on earth and IE/NWN somewhere in the 'I will tolerate it because that's as good as I can get' middle.
Alright, that makes a bit more sense. It's not about design principles to you, but about preference. I can dig it.
That's the problem with RTwP games. They are by default much easier to beat, because they are targetted to the players too lazy to micromanage, more used to letting their uber-builds win the fights for them, rather than their actual playing skill, so those that do have skill have an easy time with them. The Gold Box series games on the other hand, they took some doing to beat.
Bro, I know this is kind of sniping at you, seeing as this is in a post with another dude, but I can't really let this one lie. It's kind of an open challenge to anyone else as well.
Really, what is the huge tactical gulf between games like Pool of Radiance or Temple of Elemental Evil and games like Baldur's Gate and Icewind Dale? I hear a lot of people praise the tactical nature of the Gold Box/ToEE while dumping on Baldur's Gate and it's ilk and it doesn't make much sense.
Some claim positioning is the big deal. I can't agree with this. D&D is not XCOM or Jagged Alliance 2. I don't need to set up overlapping fields of fire, get into cover, flank enemies, change from crouched to prone to avoid getting sniped, climb up on roofs to set up sniper/spotter teams, or position units to perfectly storm a bunker after using a stun grenade, flashbang, or blowing a hole in it with RDX. All I do is put my fighters up front in melee, and leave the squishier dudes out of it. That's pretty much the extent of positioning in D&D (and most fantasy CRPGs as well). Occasionally, you get to use higher ground and chokepoints something that both turn-based and real time with pause both do about equally well in a D&D CRPG, which is to say rather poorly, as your fighters just sit there are play Thermopylae all day while your mages' spells blot out the sun. Sure, there are some minuscule corner cases like spears in Temple of Elemental Evil, and a few encounters early in Knights of the Chalice where being pushed into fires was an actual danger/tactic, but for the most part positioning in D&D is not some highly tactical affair that necessitates the precision of turn-based; it's actually really simple.
Similar encounters are also played out in a relatively similar manner across the two systems, given a D&D substrate.
-Compare dealing with early mobs of goblinoids in Pool of Radiance versus BG or Icewind Dale. In both, your characters are probably low level, and any hits on them could be fatal. You can roll the dice, quite literally, and hope they prevail in melee/ranged, or you call on every low level adventurer's best friend, the Sleep spell to make encounters like this a breeze whether you're clearing Phlan, or the mines of Nashkel.
-Consider a staple D&D encounter: the big, scary melee-brute. Examples being the ogre early in BG1 and the hill giant in ToEE. You're going to deal with them in a similar way in both games; your tactics will be almost identical. You'll want to immobilize it, probably with Entangle, and then pelt it from afar until it dies (but...in ToEE's case, I think it actually gives up after taking a beating; tho' that's kind of ancillary to the point at hand). Or hit it with penalizing spells like Blindness, Doom, etc to give your crew a chance at fighting it head on. Or have a couple of thieves simultaneously backstab it after sneaking up behind it. Or kite the thing, if movement rates permit. The point being, both systems will offer similar tactical choices.
I could go on, but I'm pretty sure my point has been pretty much sketched out. I don't see any huge tactical difference between a turn-based D&D game and a real-time-with-pause one. I like turn-based, and I tend to like turn-based D&D games too (as long as they have good encounter design; D&D lives and dies on encounter design). But I don't really see the enormous difference others claim. D&D is pretty much D&D as long as it remains wed to dice determining outcomes. Don't get me wrong, some types of games I would find extraordinarily changed by going from TB to RTWP, games that require lots of precision, like squad tactics games (JA2, XCOM, Silent Storm). But D&D? Not so much.