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But really, I don't understand why some people are against a "Do you want to use reaction Y/N" interface like Solasta's, it makes sense, it gives precise control and often takes less than a second to address by a player.
I do not think you understand what I am suggesting here.
The reaction turn is nothing but giving player control to press reaction skill available while enemy standing still.
It is better than freezing screen & giving option, 'Do you want to use shield?'
Instead you will be pressing shield reaction available on your hotbar.
Not everybody can imagine. BTW I am fine with slow turn based combat because I am having fun. And here is somethign more. lol
https://steamcommunity.com/sharedfiles/filedetails/?id=2514067357
Not a single of you can come up with idea and then use whatever mediocre is available?
This Baldur's Gate 3, go extravagant with flashing animations.
That vampire battle in Solasta already took lot of time to complete. It was no damage run on first try too. :D
No need for 'hey just click this button & be done'.
So each enemy can trigger multiple reaction turns during his one turn at different times.
It makes much more sense to only show a popout for the specific reaction triggered -> A Spell was cast -> Show a popup only for the char with Counterspell that offers to use counterspell (or any other applicable reactions at that time)
I wouldn't even mind that much if AOO stayed automated to limit the amount of popups, as long as I have a toggle disabling AOO for my bard etc, where I would save my reactions anyway. This would massively reduce the amount of popups, but still allow for a vast majority of the tactical options reactions allow.
The pop up is similar to what I am suggesting. You are just getting control of your character to press reaction skill. That is all I am suggesting.
But look at the bright side, you get the cool animation to use hellish rebuke of chosen enemy by pressing actual skill on hotbar.
Because in Solasta this only becomes a thing if you get multiple AoOs lined up, and even then it's all in one pop-up with an individual confirm/deny option, not 3 separate ones.
Let's take an enemies round and examine it:
Enemy Spellcaster decides to move away from my melee: -> Reaction only available until he left melee range
he then Decides to cast a spell: -> Reaction Counterspell
The spell is scorching ray against my sorc and rogue -> Reaction uncanny dodge from Rogue and/or Shield from sorcerer.
If we wait until after the enemies turn Attack of opportunity isn't available anymore, as the spellcaster left melee range and potentially sentinel stopping the enemies movement right there, so it has to be then and there.
So now we have our first reaction turn
Then the rest of the movement, and then we trigger the second reaction turn with Counterspell. However, as there is no damage yet, we can't at the same time take the Shield and uncanny dodge reactions. Counterspell first has to be resolved to see if there is even another reaction round required.
So we resolve that, counterspell failed, and now the third round of reactions get triggered.
So now add to that, that I might not waste my shield or uncanny dodge on the first enemy, but I'm waiting on the Boss, who is number 5 in the initiative.
Now I quickly have at least 4 reaction turns before I actually use my reactions.
Your system only slows down the combat even more then quick popups, and will drag out fights more and more.
My reaction turn/animation works on principle of immersion.
The main obstacle here is you all lack imagination.
When the enemy moves in melee range of fighter, he/she will be stopped there & control will be given to player as a fighter, now player can skip it or perform attack.
When the enemy performs spell he will be stopped, & you will get the control of your wizard to click counterspell reaction and so on.
A CHARACTER CAN PERFORM ONLY ONE REACTION IN A TURN.
Even if we are to consider your post, it is still better than pop up freeze.
With pop up you are also freezing the screen while magic missiles at coming at you.
Again you take time to click spell slot level while performing reaction.
Paladin when uses smite, pop up frequently freezes screen. Again you take time to click on spell slot level.
I don't think we even need popups.
Here's how I imagine a streamlined reaction system working:
When a reaction could be triggered, a reactions tab on that character's hotbar lights up (also, that character becomes 'active', i.e. the interface switches to that character and maybe the camera centers on them as well) with all the possible reactions that character could use in this instance highlighted (and those they can't grey'd out). Then, to use a reaction, all they have to do is click on the icon corresponding to the reaction they want to use. If they don't want to use a reaction at this point, they can press spacebar to skip. Furthermore, there could be a toggle that automatically skips all reactions (this would be for characters that you know you just don't want to use a reaction at all for a while).
In any case, this is how I imagine it would go the fastest, while still allowing us a proper 5e reaction system.
If an enemy does something it activates all players that can use a reaction. You then have to choose which character you want a reaction to trigger on. They then have a new hotbar that only has reactions. The system would parse all available reactions to populate the list and then you would choose to activate one or skip them altogether.
Is this how it is suppose to work, or am I misinterpreting your video?
If this is correct what is the benefit of this vs a simple popup that only pops up when specific triggers are met and populates with only reactions you can take.
Also how do you envision complex interactions like a paladin smiting under bardic inspiration? RAW states that the paladin would make an attack roll, which after rolled but before announced that it will hit, can choose the add bardic inspiration to, and once the hit is confirmed can choose to add smite to.
When more than one character can take reaction in party then we use shared reaction hotbar to press the skill we want to. No initiative system needed.
If only one character is taking reaction (Such as opportunity attack) then only specific character will be highlighted.
The problem is people are thinking that this is whole new turn which will take lot of time.
No, it will not take time because you can only take reaction, limited options.
Depending on player it will take time though. It will be relaxed gameplay. Much more room for customisation & game should only use low level spell slots automatically. We do not need to choose spell slots just like pop up.