OK. I feel refreshed.
You missed the point, again. You dont understand me.
And it is. I never said that it wansn't modified. But that's normal as some things work in RT and some things don't. BUT AT IT'S CORE it is a solid DnD system.
I'll indulge you. So, what is a "solid D&D system", if you can replace its combat mechanics with a different system, even if most mechanics in D&D are tailored to its combat system?
Even if it's tailored for TB it doesn't mean that it cannot be modified and be suitable for other formats. That can easily seen comparing DnD RTwP systems vs other RTwP systems. D&D based are superior.
Would you say it is still solid D&D if we removed the class system and made it skill-based? Because that change is of the same magnitude as stripping out turn based.
But they are not removing anything important. On the basic level they are increasing spead and due to the change some things do not work. However, those things that dont work are more related to TB rather than D&D itself. Or are you saying that Initiative and 1 extra round are THAT important?
Initiative on the other hand is more of the TB machanic as most TB games have it.
so called developers decided to forget about iron clad rules that drive DnD system (rolls and other stuff) and for that reason we are flooded with MMO/MOBA/DAO type game RTwP systems.
So in your opinion, D&D's system is "rolls and other stuff"? But by your own argument, "rolls and other stuff" are used by most PnP RPGs. How then are those what make D&D
D&D?
Back then I thought that I am talking to someone with a decent IQ. Now that I understand that I have to deal with an imbecile I will be more precise. Rolls, characters, stories, classes, perks, skills, abilities, Gary Gygax, races, monsters, factions, cities, lore, storytelling, larpers, basement.
Let me make it clearer. Turn based systems are not just a cosmetic layer on rolls and rules. They are the core combat mechanic on which character features and actions are designed. They are the rules upon which the other rules are built to interact with. In turn based systems, you have an alloted amount of actions you can take before others have to act. In D&D, you usually have a main action, a move action, and a minor action and/or a reaction (depending on editions). You have to plan ahead, because when your turn is over, then everybody acts before you act again. That means if you left yourself in an exposed position, you most likely will get fucked by all your adversaries. So positioning is extremely important, as is the ability to disable others, use cover/conceal yourself, and plan ahead with the rest of your party (who does what and when). You've got all those combat actions/mechanics built around that, such as delaying, readying actions/overwatch, replacing a main action with a move, reactions, etc.
Let me make it clear. You keep repeating same stuff over and over, how it will never work out if it's not TB, even thought it was done many times. It's like saying the car will never be able to drive on snow, because it was made for roads. Yeah, I know it needs more testing to find out if it will work. Let's wait for future releases to prove it or rebut it.
What you are mixing up constantly is game design vs game system. Game design and by that I mean enounters/traps/access to enemies/abilities of enemies and other similar stuff is design that makes you plan shit in advance. In a good game TB or RTwP when you're out of position you are FUCKED. Just because it's TB it doen't make you do all those things magically - it's the design.
1. Real time doesn't work like that, because if you realize you're getting fucked, you can just pull out right away after the animation of your action finishes (and even then the game might have implemented cancelling actions). Readying and delaying make no sense there. If you realize you need healing, you don't have to wait until it's your healer's turn, tense because your fighter might die any moment, you just heal right away. Cursed/poisoned/etc.? Remove it now before you suffer its effects. The economy of actions is completely different. Because of that, the balance has to be different. .2 And class features, weapons, and choosable talents have to be different too, because their way of interacting with the moment to moment gameplay in combat is different. 3. That is why, btw, Arcanum's combat systems were inevitably going to fail, trying to do both.
1. You cant remove stuff before you suffer any effects, because dispeling shit costs a round. The issue of pulling away can be fixed with attacks of opportunity, snares spells and other effects. That's the fucking issue of balance (MEANING DESIGN).
2. You just pulled that out of your ass. You talk like no DnD RTwP systems exist yet. While they have been in the market for fucking decades. Go on try prove that it does not exist or needs more testing. It should be tweaked if it's very unbalanced and that's it. DnD based RTwP systems proved to be superior ton-non DnD systems. Thus, your garbage is not worth a wooden nickel.
3. Again shit is flowing through the edges. Arcanums TB combat failed because it had no engine under the bonnet.
Now real time has strengths that can't be had by TB. It's perfect for systems that require you to react moment to moment to what your opponents are doing. Manually blocking and dodging are things that are possible, but make no sense in a TB system. Those are strengths that are used by the Gothics and Dark Souls, for example.
What you are describing is a fucking twitch. So using twitch (reflexes) to manually block in Oblivion taking precedence over stats is a good thing? And a strength that can't be had by TB? FUCK YOU. Retards like you are drowning this site with W3 voting and popamole slurping.
See how the combat system influences design?
Intellectual bottom feeder you are. Talking out ass you do.