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I would think the added wrinkle of needing to think about what the enemy is doing would make for a more complex and tactical game. Being able to execute your master plan without interruption by the enemy doesn't actually sound all that challenging or like it requires a lot of thought.
At least it looks like Larian has realized they can't have a four man party in turn based combat without adding some more abilities and options to the classes. It'd be like playing BG1 and 2 turn by turn; it'd be 99% click basic attack, click end turn.
Casting a spell to prevent an enemy to get closer to your wizard, while positioning your rogue and fighter in the perfect place, are examples of "NOT having to account for enemy motion" in your opinion? Very strange statement right here.
Are you sure you're not trolling?
Positioning your fighter and rogue, and casting a targeted spell, is a lot less complicated if you don't need to worry about the enemy moving while you're doing it. It's just fewer variables to deal with when everybody can only move at prescribed and predictable times.
Doesn't make turn based combat worse (I love XCOM), but trying to say it's MORE tactical than real time doesn't sound right to me. I think making a CRPG turn based just makes it easier to play and manage; which isn't necessarily a bad thing, depending on the game.
We want BG3 to be like other BG like games, that are like actuall pen and paper gaming sessions that made it popular in the first place. One of the core reasons we grow so much to it.
The "personal" story comes from planing an attack after arguing with the GM about its viability and haveing to be completly botched by a dice roll or another player who meanwhile found some obscure rule in the book and as the players including the GM realized this everyone changes plans on the spot under basicly pause and not after all the npcs move.
Yes youre fireball might miss but thats the stories that you relive in a pub and have a laugh about it and RP the ♥♥♥♥ out of it.
I think Pillar of Eternity and the likes got ungodly borring, and even Divinity suffered of this mid to late game where you got a specific combo the peak of youre targeted build and the most optimal/efficient way of dealing most enemies that you just spam the same ♥♥♥♥ on everyone, start with the same buffs each combat. It got repetitive as ♥♥♥♥.
Baldurs and the like was super cool as the skills were gone once you used them and since you basicly went into every encounter with a bit of different skillset and made you handle even the same enemies differently due to that. Made you think if you pop a buff or not cuz you might need it later in a more difficult fight, you were tasked to think trough if you do prebuffs as you needed every milisecond of time in actual combat to be able to react to it constantly, interupting casts sacrificing its daily use since you had to do something else.
All this and more made every part of D&D a unique and memorable experience. You rememberd this moments. Since all of this is absent in a cooldown based turned based initiative based system they are forced to craft the memorable stories manually and spoon feed you over the shoulder and cinematic fashion.
In BG 2 I had a super memorable moment when I beat 2 different dragons without sleep and headed back to town to sleep and dig trough the loot and mid transit a random group of orcs attacked me. After such victories and already high lvl and geared party I tought I just let the Ai chomp them down even if everyone was out of abilities and spells and had fatigue and guess what. Everyone died. My casts were interupted, my fighters were disabled by a shaman orc, and my healers were zerged by a group of melee. I loaded back ofcourse and wipe the floor with them with proper "tactics" and control and pausing, but still I remeber that, but what I don't remember is 90% of other turned based game fights as 99% of them were copy paste of each other with differend coloured enemies and enviroments.
There is nothing Tactical about having FREE movement. It only makes spellcaster worse.
If you look at the opposite situation, you will understand the obvious. When you're playing Turn Based, you can't just assign your melees to obliterate the wizard, you need to think about counterspell, and need to build a better party.
Isen't it obvious to you?
If RTwP is more tacical, why people generaly only make whole melee parties (Fighter/Barbarians) with one cleric to heal wounds? LOL
People barely pause the game... Nah, nerfing spellcasting giving melees free movement make the game chaotic. Chaos and tactics don't go along together.
"RTwP is a more D&D style of gaming... while turn based is a totally GAMEY combat system that only exist in competetive multiplayer".
Do you know that people play Tabletop RPG D&D since 1974 using turns, right? Have you ever played real tabletop D&D?
LMAO, please don't embarrass yourself.
One lets you take the time to think critically of every possible option of attack, while the other forces you to watch AI poke one another while you occasionally pause to issue commands.
It’s called having high initiative, sneak skills, prepping the battlefield, and using skills that give bonus action points.
One thing though, encounter design tends to be much better in TB, with a lot fewer trash encounters.
I think what he meant was that every step your characters do is in fact controlled by you in TB, in real time you are watching automatic moves made by each of your character and you simply issue your spells in between those automatic moves or wait for an action from your enemy to react. Off course, there is also pause to force your actions to be executed with less delay (from clicking on icons etc.).
Just tell me a single story where you didn't took into account of what happened to others in the same turn that get to act before you. If you would trully play by the "turned base" rule what you preach then youre character should not be aware of what happened to others then mysticly go back in time to the beginning of the same turn and knowing what will happen do something else.
It was in fact a continous real time sequence of events that happened one after another with pauses betwean each action taken to think trough what to do with the next character in line in regards of what already happened "in the same turn".
If you look at it without a blindfold you realize it is all one big real time event with pauses GASP!
Seroiusly it might be my opinion and own definition I get that, but still the only actual turned base game would be where you give command to all youre units and hit the end turn that executes all preassigned actions togather, while the enemy either doing the same and it will only go once both side finished issuing commands or it goes me go you go style but only allows one action to be taken like chess. Everything else is just pauses in real time.
Pretty much all sorts of people burn others, not only "Larian fans". There are wrongdoers on each side imo.
Never said I was innocent, but tbh (or at least in my opinion) those terms were valid placements not just randomly spitting rage at others.