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Witcher 3 like combat? even less chance. this game is in no way designed to accomodate dex based gameplay...
you'd not only have to redesign all encounters, but also all skills, monsters, npcs etc...basically a whole new game...
It would probably be easier to start from scratch and then copy the story at that point...
You're basically asking for a totally new game.
It won't happen, probably requires touching stuff in the fundamental engine of the game. Plus yes, you really would have to redo encounters from scratch.
As cool as turn-based is, it takes away the cinematic immersion and there should be an option to completely turn it off. I just like to have a choice when it comes to it.
I enjoy RTwP too but I'll be the first to point out that almost all of those games turn into a gigantic clusterfrak whenever large combat encounters happen.
The one exception that comes to mind being PoE2, but even there you need to exploit certain mechanics.
If they manage to convert the game to RTwP it would probably mean stripping most of the core elements out. Removing things and not adding much.
People have said that such a mod doesn't exist, and given some reasons why it isn't likely to.
If you don't want to believe them, that's your call, but there's not really much point to asking questions if you're just going to reject answers you don't like out of hand.
"Being able to take actions out of turn-based mode" isn't anything even close to Witcher 3 style combat. Believe that or not, but such a mod does not currently exist, and I very much doubt it's practically possible.
Same actions, same movements, same everything. Just instead of being turn based, allow everyone to fight and no limits to what players or NPCs can do.
Also, encounters don't have to be reworked from scratch, there could be away to disable turn-based combat right after it triggers.
Have fun being offended people won't tell you what you want to hear, I suppose.
Yeah, we know that they have to, because fundamental things like Action economy for example will not work the same way with action titles.
RTwP replaces those systems partially with reactionary/dex based gameplay, to give you that adrenalin high you seek.
The problem is, that you'd be extremely quickly overwhelmed, because of the pure amount of actions happening. Each turn represents 6 seconds of gametime.
Let's take the most simple fight at the beach against the intelect devourers as an example.
You have 3 Enemies and at best 2 pcs at that point.
You'd have movement + 5 actions + 5 potential bonusactions every 6 seconds to deal with.
Sounds quite managable?
How about the druid grove fight when you arrive?
7 Goblins + 6 npcs + 4 party members = 17 actions and 17 bonusactions every 6 seconds...meaning you got 3 actions and 3 bonusactions every second. And that's still a quite managable fight, it only get's worse from here.
And yes, in a game that's been designed as an action game from ground up, that's doable, because every party involved has a quite limited moveset.
However in a game that's been designed as TB game from ground up these movesets are typically much wider.
And I'm not even talking about the Player controlled chars. Those are probably quite managable, because most players will only use lthe same 3-5 things anyway.
The main problem are the enemies.
In RTwP titles most enemies typically have 1, maybe 2 potential things they can do. Typically maybe 1 normal attack and 1 special attack, often not even a special.
this is to not overwhelm the player with the amount of different stuff reaching him.
In BG3, the stupid little intellect devourers on their own have their psionics attack, a melee attack and shove at the very least.
And that doesn't even account for verticality.
In almost all RTwP titles you have flat encounter areas. Maybe you get a platform or two, to break that up, but it's very limited.
In BG3, you often have encounters with a much higher verticality, sometimes with 3 or 4 different height levels. This alone gives combat way more complexity, with height advantage giving you bonusses, barbarian being able to take advantage of height etc...
As we stated, to have a potential RTwP mode be enjoyable, there would be severe efforts put into it, to not have a game mode that you'd have to pause every 2 seconds to be able to just survive...
See above for the reason why they indeed would have to be completely redesigned to be enjoyable.
Btw. There has been an interview with Larian at the very beginning of EA, where they basically said the exact same things. Maybe someone still has the link...But apart from that, these are well known facts.
The games that included both modes were designed as rtwp games first, and then got a TB mode tacked on....because that's actually possible that way, albeit you usually end up with rather boring games, if played as TB games, because the fights are missing that extra bit of spice compared to games that were designed as TB-Games....
This reminds me of Pilliars of Eternity 2's turn-based mode. I almost always prefer TB to RTwP, and I still don't like that game's TB mode, because it was built on a system that was designed to be real time. So you had fun things like stuff that used to extend the duration of a spell by 5 seconds doing literally nothing, because each 'turn' was six seconds, so bonuses to duration only mattered if they were at least 6 seconds, weapon balance being utterly borked because the game was balanced around some weapon types doing less damage but attacking more often, and the TB mode gave them all the same one attack per turn, and so on.
Like, do I like action RPGs? Absolutely, they're some of my favorite games. But trying to make this game into one would be a massive amount of work, and the result would still probably be extremely janky. You're better off just playing one of the very good aRPGs that already exist, IMO.